In this video I go through the USA faction and talk about each unit and their abilities as well as things like teching. I will add time stamps soon for each section. #companyofheroes2 #coh2 #helpinghans
Some additional knowledge from my side: - The ambulance can reinforce and heal even if they are crewed by non-medics. If you need your ambulance at the front, you can replace the medics with REs and keep the medics in your base where you can reinforce squads anyway, and send the RE's ambulance to the frontline for reinforcements and healing. This way you also always have REs at hand to repair the ambulance if it gets damaged. - If you put two bazookas and even the mine sweeper on your Rear Echolons, don't use their Volley Fire ability. The suppression depends on the effectiveness of their attacks (REs with 2 BARs will suppress much faster than standard REs, it also takes longer the further away you are from the enemy), and with only a single rifle left they will not suppress anyone. - Something very important about the Anti-Tank mine of the M20 is that it is the only non-doctrine mine in the game that *fully destroys* the transmission of a vehicle, meaning the vehicle can't move anymore. Even super heavy tanks will suffer this critical hit. It's almost impossible to recover that vehicle if you have mortars or howitzers ready to bombard the location, since you will prevent infantry from repairing it and slowly whittle the vehicle down. - The Stuart's Shell Shock ability also increases fire rate, which makes it stronger against infantry as well. - Pack Howitzers on Vet 2 will use HEAT shells for all automatic attacks, not just for the HEAT barrage. - One of the key advantages of Shermans is that they are quite accurate when firing on the move. Tanks like the Pz. IV that are generally "stronger" suffer from bad accuracy while moving.
a neat trick to pull off with the Captain's supervise ability is to produce so many extra tanks that they can exceed the population cap. Only works if you have some tanks /vehicles already and plenty of manpower and fuel to spare. tell the vehicle crew to bail out of the tanks (park them somewhere safe),. The population count will come down significantly, enabling you to create more tanks. Use the Supervise ability on the base building that produce tanks, let the tanks roll into the battlefield, then recrew the tanks you abandoned previously. I've seen Skippy and friends pull off this trick and the result was 20-something Shermans bearing down the Germans :D However it didn't end well as Shermans are so fragile and easily destroyed
Rear echelons as well as royal enginners do not get increased repair speed when upgraded with the sweeper. This is why repairing pershing takes so long with non vetted re.
You earned my sub after I watched this 51 minute video. I wanted to see how much You knew that I did not. You taught me two new things and I have over 4,200 hours of COH2
If I'm not mistaken, he is near 6000 hours, including different tournaments. According to RU-vid information some old videos of CoH2 by Hans are 7 years ago.
Something I tested out, (Because I distinctly remember arming my squads with Double 1919s), Your squads are able to pick up one 1919 from the rack and if they find another (Most likely dropped from one of your squads or an ally) they are able to pick it up and use Double 1919s. Note: A little quirk I discovered, let's say a RE finds and picks up a 1919 from the middle of the field, if they do they won't be able to pick a 1919 from a weapon rack so I'm guessing not being able to get double 1919s from racks was some sort of nerf
The captain supervise is awesome when like u are building a tank and ur captain is hit and retreat. Whike he is reinforcing let him supervise and get ur support quick
The Sherman has to be stationary for a split second to START the barrage, not to finish it. Meaning if you move forward and you run into an AT gun, you can fire smoke at it while continuing your move.
Thanks for these videos mate. Despite being years behind, I’ve been getting into the game mostly off the back of your content. More Soviet 1 vs 1 wouldn’t go amiss 😉
On the AA Halftrack: I did a bunch of testing (2020 winter patch), and the AA HT loses every time against a Panzer 2 or a Puma from the front. However, it can kill both from the rear (in the case of the Puma, only as long as the Puma isn't shooting at the HT - the Puma gun is just so much better). You don't have to reverse the AAHT into combat. The gun angle reaches very far to the front, so doing a kind of drive-by maneuver (presenting the side rather than the back) works fine. Drive forward toward the enemy, then slew sideways at the last moment and the gun will open up. There seem to be less rear-armour hits against the HT this way. Flanking maneuvers also work better when you approach the target driving forward, then slightly veering away so the gun will open fire. The Stuart is way better against a Panzer 2 and 50/50 against a Puma, but it requires Lieutenant and 20 more fuel. The downside of the Lieutenant for most players being the lack of an AT gun. A bazooka or two ideally complement the AAHT, but obviously that requires weapon racks when you're skipping Lieutenant. Funnily enough, a .50 cal on AP rounds can kill a Puma - just like in COH1.
Which makes sense. Pumas have very thin armor, about 15mm on the hull sides and effective armor of 30mm on the front plates and turret face. The only part of the puma that has any real armor is the gun mantle. A .50 M2 can actually punch through the side armor into the engine compartment of an Panzer IV, so it makes sense that puma would get fucked by the .50
Incredible video, I'm trying desperately to learn this game as my friends play it a lot so you've been very helpful in getting me up to speed. I can't find Part 2 though?
-Sherman does not have to be stationary while launching the smoke screen -And pack howy and Scott can fire immediately if you make a special barrage after a regular automatic barrage which is great if you attack ground, then put special shell in. So that you have two shells going to the specific location potentially wipe a unit
you could also replace medic in the ambulance with a rear echelon squad since medic uses less pop cap than a rear echelon then send the medic over to your soviet team mate base.
I realy enjoy this video series. Keep it up James. Will you do a strategy guide aswell (using comanders and buildorders)? I know you did it already but maybe a updated and advanced one. But as i self help my friends a lot with the game i knoe how much this is to ask for.
Just double tested this and I'll clarify the point. The Sherman to initial the first smoke barrage must first be stationary and then afterwards it can move and keep firing the rest of the smoke canisters.
Rangers actually have 3 weapon slots, with their Thompson upgrade taking up two slots for 4 Thompsons. You can actually take 3 BARS, 3 Zooks, or the Thompsons and 1 BAR. The 3 BARs is 180 munitions though, which is probably not worth it.
23:28 you could also put rangers with thompsons in a light vehicle such as a utility car and the enemy will think nothing is in there cept for vehicle crews which kind of do little to no damage, so then the enemy will try and get close to it and snare or get close with bazookas, but then you pop out the rangers and that enemy squad is either dead or lost a whole lot of models!
I've always been told to put the 'zooks on RE instead of Rifleman, but no one's ever told me the thinking behind that. Personally, I run Rifleman with 'zooks and they've never seemed subpar to me.
Hey @HelpingHans, great video. You said Stuart is the worst light tank (compared to Panzer II and T70), but not mentioned British Valentine, is it any good? Is it a waste of fuel with AEC available without specific commander? Thanks.
Idk why he said the Stuart isn't good. It can stop a Puma in its tracks when microed well and is possibly the only light tank that scales well into the late game with it's abilities
Hans, can you explain why top 1v1 players seem to skip the Captain, and how AT works in that case? Doesn't it mean that a Panzer IV will catch you with your pants down? Team players seem to always go Captain. I look forward to the USF build order video!
New to CoH2, but I really like how clearly the fog of war in your video. Which settings do you use or is there a mod for it? Because my default settings does not darken completely the fog of war making me misjudge multiple times of whether or not there are enemies there or it's just because of the fog.
Probably late to this but you can see that he is using the Cheat Commands Mod for demonstration in the video which is why his FOW looks different, although I'm not sure why yours isn't dark in default mode, however if u are unsure if an enemy showed on ur FOW just press Space and ghe camera will automatically take you to the most recent enemy contact on your map
Rear echelons in a fighting positiin covereing a key strategic point on the map tend to dictate how the fights in that area go. I also add an at cannon later once the vehicles start rolling in
USF are at an extreme disadvantage not having anti personal mines plus the fact that Germans have access to mgs right out of the gate plus american mgs and fighting positions have such a narrow arch of fire.
USF .50 cal has very quick reposition times. This allows it to respond to threats very quickly. The mg-42 and mg-34 both have very slow reposition times. Use this to your advantage and pull of a flank or avoid the machine gun and attack where your opponent is weak. A mortar can also be helpful as smoke is very disruptive for mgs.
@@farmermike9262 USF gets free squads by teching and superior moving accuracy on their vehicles. Riflemen are able to bully Grenadiers and Volksgrenadiers. Each faction has their own advantages and disadvantages.
im a big fan of USF in coh2. im also got some ideas with my combat strategy Like Lt.with 2 Re squads (1 is equiped with 2 bazookas as a bazooka team) Capt.with 3 rilfeman squads(1 is bazooka squad) as you know if the rifle got promoted they got AT rifle grenade can damaged enemy vihicle engine. Also very affective to kill tanks. Re and Lt(lt got grenade and thompson) can be a good close quarter combine squad. And rifle got Lt(fallow me ability and smoke grenade(R.I.P for USF rifleman m23 smoke grenade)) What you guys think?
Excellent tutorial! Why upgrading munition or fuel caches for me isn't working?, like I already captured a point but still unable to place it to the point. I'm using US Forces btw
I tried doing the vehicle crew swap to give fresh M10 TD veterency... didn't work. Veterency doesn't apply for some reason. Anyone got some tips in this regard?
Hello hans! Is there a way I could send you a replay? Maybe you could give a talk through and some suggestions. You could upload it as well..I did 80k damage on my game as the Brits. Was a fun game
@@HelpingHans thank you for replying! I would like to send you this replay...I think you would get a chuckle out of it :D is there a way to send it to you? Perhaps email? or maybe I could upload it to your discord? If you have one?
The Stuart light tank is bad vs infantry but if they have no at it'll still chew through them. If you're in a teamgame and lose, this can easily break the axis line and get you back in. Also not mentioned is that it will beat anything under a P4 except a puma/ostwind/stuff which will be an even fight and come down to skill and creating an exploit able situation, like most units in coh. Stuart if you go light vehicle in a teamgame, skip M20. M20 is better for smaller scale, due to its fragile chassis and the tech structure of usf really screwing them in teamgames. The Scott / howi motor carriage can barrage and move while still shooting the barrage. Almost useless but deserves a mention. Looking forwards to next one hans, been with you since coh1 where I spammed rangers on vire River valley all day! Shame foxhole turned to shit eh
Bazukas can be used against buildings and to destroy cover... and, when vehicles show up my RE are usually busy doing something else... so yes BARzuka is a valid strategy