Ver Versão Completa : Infantry Company Guide

07/01/2009, 12:07
An excellent, well-rounded Company, Infantry comes with nearly everything you need: elite infantry, long-range artillery, highly practical early abilities....the only thing it's missing is strong anti-tank capabilities, but you can't have it all. Infantry Company will suit any strategy and is very flexible with two, well-rounded trees.

Guide written by Sneii & ZeroCrack


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Rapid Response

Good Versus: Having a lot of infantry, building snipers
Cost: 1 CP
Duration: Passive Ability

Ability Description: Rapid Response will make the production of infantry faster, so that you can get them to the battlefield as quickly as possible and hold on to your control points

In any game, 1v1 or team game, time plays a big role in combat. Rapid response will make production of infantry faster so you can get them to the battlefield as quickly as possible so you can hold on to your control points or getting out those snipers faster.

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Good vs: Light vehicles, infantry (when upgraded with Thompsons)
Cost: 2 CP, 400 MP

Unit Description:Rangers are elite infantry from the Infantry Company. They have the elite armor type so with the Sub-Machine Gun (Thompsons) upgrade (cost of 100 munitions) they can go head to head with any type of infantry that either Axis faction has to offer. Rangers also come equipped with two bazookas, which can do decent damage to tanks if they penetrate the armor. However, bazookas will always penetrate light vehicle armor and do a lot of damage versus half tracks, Pumas and so on.

Rangers are a perfect counter for a Tier 3-Blitz strategy from the Wehrmacht. They can deal with Pumas as well as Stormtroopers equipped with StG44s. Rangers can be used in a lot of situations, such as flanking multiple MGs if you are using an infantry heavy strategy. They have the Fire Up ability, which negates suppression and causes them to sprint for a short period of time. Rangers have the ability to throw grenades when the ability is researched from the Barracks.

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Off Map Combat Group

Good vs: Combined arms
Cost: 4 CP, 800 MP
Possible Units: Riflesquad, .30 cal MG, Mortar, Anti-Tank Gun, M8, M10, Rangers

Ability Description: Off Map Combat Group (OMCG) is an ablity to call in a various randomly selected units. It can sometimes help you win a game because you could be given an AT gun and an M10, which would help deal with enemy armor or the arrival of a King Tiger or Jagdpanther coming just around the corner in a few CP. However, most of the time OMCG will cause you to lose the game because at the point you receive this abillity, you are mainly concerned with having enough anti-tank capabilities. OMCG will always give you at least one AT, or if not an AT gun, you'll get an M10 instead. It is a very risky ability considering how much you have to save up for it and how random it can be, so it should be used with careful consideration.


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Defensive Operations

Good vs: Offensive counterattacks
Costs: 1 CP
Duration: Passive Ability

Ability Description: Possibly the best 1 CP ability in the game. Defensive Operations gives your Riflemen the ability to make sandbag walls, lay barbed wire, build tank traps, and most importantly, plant mines.

The ability to quickly build sandbags in battle with your Riflemen is very useful - if you need to defend an important fuel point from the enemy, for example, you can quickly set up free green cover. You can also use Defensive Operations to help clear Volksgrenadiers/Panzer Grenadiers out of a house, even if you don't have grenades. By walking to the side with the fewest windows (preferably only one or two) and building sandbags, you’ll be able to win that battle as your Riflemen and their Volksgrenadiers have the same degree of cover, but you have six guys shooting, and they only have one or two (depending on how many windows are on that side. )

Barbed wire can be useful for making green cover one-sided by laying wire on the opposite side of the cover from where your units stand. This blocks your opponent from using that side of the cover, which means your enemy can’t use it against you. Try to avoid going crazy with the barbed wire, though, because if you lose ground, it will hinder your flanking by limiting your possible routes around the map.

However, what makes Defensive Operations the best 1 CP ability in the game is the ability to lay mines everywhere with your Rifles. This works best when you build an Observation Post on a medium Munitions point around the mid-game, and whenever you gain ground or want to make it harder for your enemy to recapture your territory, lay as many mines as you possibly can. This works best by using the hotkeys ‘B’ and then ‘M” to Build a Mine. The best places to lay mines are on frequently traveled paths and close to your frontlines, so they have the highest chance of being triggered during a battle; however, there usually are no wrong places to lay mines. Feel free to put them wherever you think they will have the greatest impact.

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Off-Map Artillery

Good vs: Bunkers, immobilized tanks, blobs of infantry
Costs: 2 CP, 150 Munitions

Ability Description: This ability has a three second delay between when you order it and when the artillery falls, so this ability is best used on stationary targets, like bunkers or blobs of Germans in green cover.

This ability works best with an Observation Post on a Munitions point, so you can keep dropping it every time you encounter an enemy bunker or fortified position. Also, try to keep a mortar or a couple flamethrower-equipped Engineers around to finish off the bunkers if the off-map artillery doesn't fully kill them.

If you can immobilize or damage the engine of an enemy tank/armored car with Sticky Bombs or mines, they make great targets to hit with Off-Map Artillery.

Things to avoid: When dropping Off-Map Artillery while you are attacking, be very careful that you don’t send any of your guys into the area with the red smoke signals. This might seem obvious, but it’s one of those things that can accidentally happen in a pitched battle where you're like, "I can’t believe I just did that!"

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105mm Howitzer

Good vs: Bunkers, immobilized tanks, blobs of infantry
Costs: 2 CP, 450 MP, 75 Fuel

Unit Description: This is a must-have versus Defensive Doctrine Wehrmacht players. It’s essentially free Off-Map Artillery without the red smoke and with a 60 second cool-down. If you’re having trouble clearing enemy medic bunkers, this badass is the USA’s solution, coming right when you need it at just 5 CPs total.

Although the up-front cost is somewhat pricey, it’s worth every penny. This, combined with a healthy Munitions income, means non-stop artillery (Off-Map Artillery plus your Howitzer) on any campy Wehrmacht player, putting your enemy in a world of hurt.

Because this badass piece of equipment is so pricey, take preventive measures to protect your Howitzer, such as building mines at the entrance of your base - 100 Munitions worth of mines is a small price to pay to protect your Howitzer from German drive-bys.

07/01/2009, 12:09
é uma doutrina boa, pena que é usada para fazer spam maldito de riflemans e rangers :x

07/01/2009, 16:18
eu não :lol:

07/01/2009, 17:20
eu jogo com ela, e quase sempre nunca coloco ranges no mapa !!!
sou mais os rifles
quase de graça
e nessa altura já estão vet
mas uma coisa eu devo admitir um ranger vet 2 ou 3 é gg
nao ha nada que segure os desgraçados:twisted:

08/01/2009, 09:23
entao itaperuna,

eu mal vejo os jogadores de US no 1x1 usando "defensive operations", somente mesmo o "rapid response". :(

08/01/2009, 10:59
pior que isso é spam de airborne.


10/01/2009, 23:34
eu jogo com ela, e quase sempre nunca coloco ranges no mapa !!!

Interessante o comentário. :lol:

10/01/2009, 23:46
Eu ainda preciso aprender a jogar de americano!

11/01/2009, 02:10
Eu ainda preciso aprender a jogar de americano!

jogar de americano não precisa aprender nada :P

é spam de qq coisa