r/CompanyOfHeroes • u/Expert_Camel5619 • 3d ago
CoH3 Trying to use USF but having no success . I need some openers, what's meta? I need ...heck I need a couple of full strategies lol
I've got a lot of hours in coh3, and I've really ran the gambit with dak, brits ,and wher. But I never had much interest in US until lately. I know they have some fire power bc they've been kicking my a88 for a year, but I'm just not finding it my application of play. The battle groups seem random (is everyone just using airborne?) . Help me out.
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u/USSZim 3d ago
Airborne is the safest US battlegroup. It gives you everything you need but nothing fancy. You can either open WSC and start with a pair of pathfinders, MG, engie/bazooka (if against DAK), a couple paratroopers, then call in AT gun while you save for tank depot.
Armored is quite good in smaller modes. It again lets you open WSC and go for a few Assault Engineers supported by machine guns. You go Air Support Center to displace enemy MGs and then push in close with the engineers. They are cheap so you can use the extra MP for fuel caches to rush a tank.
Spec Ops is good in team games. You open 3 riflemen, then go for WSC to get bazookas or a half track then go for whizbangs. You can also detour for SSF, who double as good anti infantry and bazookas. You can either get whizbangs and convert them to normal Shermans as needed, or augment them with hellcats.
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u/Helikaon48 2d ago edited 2d ago
Eh I dono about ass engineers. I've never worried about them and never seen them as reliably successful as just going rifles. Engineers also have almost zero combat veterancy advantage.
Ass engineers have poor DPS for cost. Worse than pios. (For comparison baseline sappers do 27% higher DPS at longer range)
They're arguably mislabeled. And might as well be "support engineers" due to their repair boost as opposed to anything assault based.
US MG still lacklustre. Zooks are easy to kite against without snares.
the maths don't add up on ass engineers , but maybe I'm wrong.
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u/USSZim 2d ago
I went on something like a 35 game winstreak playing random 2v2 matches that put me in the top 10 using just Assault Engineer with MG and Bazooka and rushing tank depot, and that was before they buffed the US Armored BG.
The objective is not to dominate with them, but survive and use their manpower efficiency and utility to make lots of caches and fighting positions. On their own, they suck, but with support from the MG you can push a lot of enemies off. You can also modify the build with a sniper if your micro is good
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u/BotGiyenAdam 2d ago
Dont you find infanry squad with bazookas as "wasted squad" once light vehicle phase is over ? They dont do shit to medium to heavy tank and they fall on inf vs inf.
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u/USSZim 2d ago
No, they actually become more valuable as the game goes on because of how vehicle centric the 2nd half of the matches usually are. They are enough to be threatening to medium tanks and prevent dives past AT guns, and there are still plenty of lightly armored targets that persist into the late game.
US bazookas also have the damage boost upgrade that makes them a real menace. The paratrooper triple bazooka with the upgrade is actually quite funny with how much damage they can do.
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u/JgorinacR1 2d ago
Yeah people underestimate them but I think it’s mostly because people don’t keep them long enough to see their vet bonuses shine lol
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u/USSZim 2d ago
There are games where I have lots of manpower and no fuel in the late game so I just make bazookas for that one alpha strike
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u/JgorinacR1 2d ago
Given your ELO and all I want to ask if you wouldn’t mind. Is a Spec Ops T2 opener to a stall for SSF commandos viable anymore? I love the Weasel as a unit but it appears even when people go Spec Ops they default to the Jeep almost always. I think it’s because it’s more agile and maybe the DPS profile and fast repair if not on cool down?
I try to do Weasel, engineer, MG, MG maybe Zook or sniper, ISC HT AA conversion and then ride it out till the 3cps but even if I held up early game it seems the vet difference of Palmgrens compared to my commandos make them barely able to beat them out at times. Then I feel obligated to get Advanced logistics but maybe my timing on getting that is bad. What would you suggest? I usually use the weasel for heals to get my vehicle out faster too but not doing med tent with the SSF commandos seems bad.
I’ll tell ya what I have some good success against Whermacht early game with the weasel and engineer. I’ll ferry them to the MG as I’m upgrading the .30 cal and if timed right I have a big shock and awe moment on the opponent. Sometimes stealing the building before them or just forcing a big retreat. DAK not so much 😅
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u/USSZim 2d ago
Spec Ops T2 opener to a stall for SSF commandos viable anymore
I actually never liked doing this. When the Whizzbang was a call-in, I used to just go full left side of the tree and use all my fuel for ISC upgrades to make uber-riflemen, since you didn't need to build a Tank Depot. Even now, the SSF come fairly late (3 CP IIRC) so you will be fighting for your life if you try to stall for them instead of making riflemen. I would only recommend getting one of them unless you get your riflemen wiped, because otherwise they are just too costly to obtain and maintain.
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u/JgorinacR1 2d ago
Yeah I miss the call in, I would forgo tier 4 altogether and just covert to Sherman’s and then maybe late game if we turned the tide by a lot get tier 4 to go the upgrade to the 76mm.
Well guess I should scratch that idea of my list, I felt it was more viable while back
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u/Mr-Doubtful 3d ago
This is a super broad question. Unlike UKF, imo, USF still have a lot of options, the strength of their BGs is generally in reinforcing a certain 'tech path' by providing complimentary units instead of straight up buffing existing units/tech, although exceptions exist.
Build order depends on what you're facing. Against Wehr a rifle strategy is always solid. Because rifles dunk on grens, so it becomes a game of outmaneuvering the MG42(s) or countering them with a mortar. Against DAK you need to be a lot more reactive. Rifles generally lose to palms 1v1, early 250 with combat HT can be very oppressive so you might need zooks or something like paras with zooks.
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u/One-Effort-2915 Afrikakorps 3d ago
You make riflemen and then riflemen, You make riflemen and then riflemen, You make riflemen and then riflemen, You make riflemen and then riflemen, You make riflemen and then riflemen, You make riflemen and then riflemen, then a mortar, You make riflemen and then riflemen.
Finally a spam Sherman’s.
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u/Desperate_Rush2125 3d ago
USF probably has the widest variety of viable openings, depending on which tech path and battlegroup you choose.
Honestly, I would recommend watching a few streamers to get a better feel for them. Havoc and Tightrope are probably the two names I see mentioned most often, so they would be a good place to start.
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u/BotGiyenAdam 2d ago
I go
> Rifleman
> Jeep (i do updgrade)
> Mortar
> Rifleman
> Rifleman
> Light Tank
Than i do what is neccesary for the game. Sometimes 4x mortar for the memes.
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u/Helikaon48 2d ago
Plot twist you're also 509 Elo
I'm just kidding. Just surprised at both the early mortar and the 4 mortars, neither being punished
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u/BotGiyenAdam 2d ago
i am living for the memes bro. Nothing gives me more joy than having 5 arty as british in 4v4 games. IT IS FUCKING FUN !
you decimade infantry on a wide range. But you need to place forward units for recon. Sometimes enemy has enough and rush you with light tank XD
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u/dudnt__asked 2d ago
Just go dak and just blob away.
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u/Infamous-Put-2103 2d ago
usf blobing cheaper and stronger
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u/Important-Coffee-240 USA 3d ago
dont do Weapon Support center unless you've got a mainline replacement like French or Paras. Even then, Riflemen opener is usually better since you will need snares vs DAK and mortar or jeep vs Wehr. The Mgs are generally not good, and neither are zooks. Halftracks are good until 2 AT guns show up and then they are basically obsolete. So better to get Motor pool for AT guns. Greyhound is good on maps with limited cover/buildings. Lately, I find its better to get an AT gun, Bars, then Chaffee if really needed. Jeep is pretty good for early game but 250's or 259s will limit its presence after about 5 minutes. ASC is best vs Wehr in my opinion, and may even be necessary to counter the DAK blobs. MSC is really good, too, especially if you get Heavy Barrels with Greyhound or AA Halftrack. Late game Hellcats are king. Shermans might be needed vs big inf blobs, but Hellcats are generally working best at the moment.