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Otherwise AEC is just dead weight and delays your Centaur (especially if you are dumping in fuel to upgrades early which is major weakness of this build).Īgainst OST player who is support weapon spamming consider using a Sniper - Pyrotechnic Tommy spotting for Sniper means you can force retreats easily as they usually have fewer Grenadiers to push back with. Another option is to premptively tech AEC but only build it when you see a light vehicle (the tech cost isn't that expensive and minimizes the time you get pushed around by light vehicle). You hold map control better with Medkit Tommies staying topped off on health in the field and 1 squad of Arty Tommies to force off HMGs.Īgainst OKW I try to have an AT gun by 6:30 Minutes which is about when you might get hit by Flak HT. If you must have healing consider the Medics from Vanguard glider - they are cheaper and work about as well. The early-ish healing station in base isn't a must and could be MP and Munitions spent on earlier Brens or another squad of Flamer Sappers for more map pressure. It looks like you have a pretty good build order as early 5 man squads can give you an advantage in many situations.
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I see your Blob and Raise you a Blob and a Half! One problem I am having is dealing with multiple MGs or 2x Mortars.Īm I putting myself at a disadvantage with this build order?Īm I blobbing if I have 3 Infantry advancing from different directions to push of an MG?Īny tips would be great and thanks in advance. I played against one and found them VERY tough to kill. Any lost squads I replace with Commandos. I really only use the Commander with Engie Flamethrower. Also it gives me indirect fire to at least force retreats.
#Company of heroes 3 build order oberkommando upgrade#
I upgrade my infantry with the Arty Call-In instead of healing because I figure if I need healing I probably need to re-enforce too. Then tanks usually 1 Anti-Aircraft Tank then Fireflies Also I force myself to use light vehicles to get better at them. AEC-This doesn't usually pay for itself for me because I end up losing it pretty quick but it does scare people sometimes. I am not a fan of emplacements in general and don't like to build them. Overall, in my opinion, the Browning LMGs are a better choice than the Thompsons, but it is a little more expensive.I have played about 50 games in mp as the British. I suggest that Browning LMGs are better against Obersoldatens as you risk taking casualties while charging to the Obersoldatens with Thompsons. If your play style is the more defensive type, the Browning LMGs will be useful to fight attacking infantry. Thompsons are excellent at short range against infantry. If you are the more aggressive type, upgrade your paratroopers with the Thompsons. If you want to call in some Paratroopers, you can upgrade them with Thompson SMGs or Browning M1919A6 LMGs. These units are optional in my opinion but I'm sure they could be effective at times. Use Pathfinders as a support unit while keeping your riflemen at the frontlines. Pathfinders are excellent at long range against infantry but are fragile. Use Paratroopers to flank, capture sectors, and sneak around in enemy territory by dropping in behind the lines. Use the HVAP ability to temporarily increase penetration for use against Heavy Tanks.įrom here, try to make use of your 3CP Paratroopers and 1CP Pathfinders. However, this anti tank gun has a hard time penetrating the armor of the heavier German tanks like the Tiger, Panther, and King Tiger. Best used in conjunction with the support of your Riflemen AT rifle nades and Stuart stun shot. The 57mm Anti tank Gun is effective against the German medium tanks like the Panzer 4, Ostwind, or Jagdpanzer. Suppressed troops can't do much against the enemy. The Flak Half-Track can easily suppress and force you to pull your infantry back. Try distracting or luring it into your captain or AT Guns and neutralize it. Remember not to bunch up your infantry when facing the OKW Flak Half-track. The Stuart is immune to infantry rifles but is vulnerable to AT guns and a couple of Panzershrecks. The Stuart can also be used to support your tanks in assaults by stunning enemy vehicles with its stun shot. The Stuart light tank is a good support unit capable of dealing with infantry and destroying lighter vehicles like the German 222 Scout Car and the OKW Flak Half-Track. You can choose to produce a Stuart light tank if you do not encounter any pumas. The Captain and his crew holds 2 Bazookas and they are perfect soft counters to early German light vehicles. Simply produce a captain to counter these early German vehicles. By using this Tier 3 build, the Puma may not pose a huge threat in the early and mid game. Your opponent will likely expect a US Forces player to rush out a M15A1 AA Half-Track and some OKW opponents will try to rush out a puma to counter.
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