Ver Versão Completa : FM #2: Early-Game and Teching Into Mid-Game

08/02/2010, 19:45
This week we see the release of Field Manual #2, part of an ongoing mega-guide by Company of Heroes Game Administrator SayNoToStim (http://www.gamereplays.org/community/index.php?showuser=84248). Stim easily ranks among the best of Company of Heroes players, and in the American Field Manual he authoritatively gives a broad, yet detailed, instruction on how to play the American faction. This week, Stim explores how to play the Americans in the early game and the routes for teching into the mid-game.

It should also be mentioned that although this release is nearly two weeks late, it is also about twice as large as the first release! The original release schedule of one release per week is still our intended goal in the Company of Heroes Writing Section and we apologize for the late release, but the size is here to stay. So without further delay, enjoy!

The Early-game

The early-game in an American versus Wehrmacht match up is a unique game that rivals other great RTS duel classics such as Terran versus Zerg in flow and balance. It is an art form that needs to be understood in order to be mastered.

Firstly, unless one of the players does something out of the ordinary (like a one Engineer start), both player's combat units generally come out at the same time. While a Rifle Squad costs 270 Manpower, Volksgrenadier Squads 280, and MG42 Teams 260, for the sake of simplicity assume that for every Rifle Squad on the field, an opponent has a counterpart out there somewhere. That means if there are three Rifle Squads, assume that the enemy has three combat units out. While this can all change quickly, these guidelines can be stored mentally and used to formulate a rough order of battle for each side.

The first shake up that could occur to this system is the Bike. The Bike is counted as "half" a unit. It costs 180 Manpower and generally has the fighting capability of one half of another unit. Two Rifle Squads generally beat a Volksgrenadier Squad and Bike combo, but will lose in almost any situation against two Volksgrenadier Squads and one Bike. More in-depth about unit match-ups later.

The M1 Garand

Riflemen carry M1 Garands, or the M1 for short. The M1 is a semi-automatic rifle with a quick reload time. Volksgrenadiers carry Kar 98k rifles, often abbreviated as K98s, which are bolt action and have to reload much more frequently. A single Rifleman has 55 hitpoints, while a Volksgrenadier has 60. Riflemen come six in a squad; Volksgrenadiers have five in a squad. All that technical mumbo jumbo means one thing: Rifles beat Volks up close, and lose to them at range. Assuming equal cover, both sides starting off at full health, and both squads stationary, a Rifle Squad will win at close range in a one on one fight with a Volksgrenadier Squad. However, it will lose at long range. Company of Heroes is a game of random numbers and chances, so a Rifle Squad still has a small chance of losing at close range (and winning at long range!); but for the most part, Rifle Squads do better than Volksgrenadier Squads at close range and worse at long range. Obviously, this only applies to completely un-upgraded, un-vetted units.

Now, this is not an open invitation to charge headlong right up to a Volksgrenadier Squad. If a Volksgrenadier Squad remains stationary, in cover, and a Rifle Squad charges them, nine times out of ten the Rifle Squad takes too many casualties on the charge in and will lose the battle. However, if a Volksgrenadier Squad can be caught capping a point, moving, or doing something else, like building barbed wire, it's a perfect opportunity to charge right up to them and take them out. Keep in mind that if a Volksgrenadier Squad backpedals or runs away they only fire half the time. So if they start running away from a Rifle Squad, they're not going to be doing full damage. The pursuing rifle squad will then be doing a great deal of damage them for relatively little in return. Keep in mind that they might be running back into the cover of a machine gun. However, the ability to sense and recognize such situations comes with experience.




Now, the M1 is better at close range than the K98, but not every German carries a K98. Volksgrenadiers and Grenadiers both carry K98s, as well as un-upgraded Stormtroopers, but upgrades can drastically change the way the M1 should be used. Volksgrenadiers can be upgraded with MP 40s, and Stormtroopers with MP 44s, Knight Cross Holders come equipped with MP 44s, and Grenadiers can be given MG42 LMGs. MP 40s and MP 44s are fought the same way. Stand stationary behind cover and let the enemy make the charge. Most of it just comes with experience, but simply know that it is never wise to charge a fully automatic gun. BARs do well at medium range, and M1s do ok at all ranges, so mid range is generally the ideal range to fight automatic weapons with. But in a Kar 98k vs M1 Garand battle, the closer they are to each other, the better the Garand works.

That said, seeking close range at the cost of all else is not recommended. Better cover trumps almost anything. If a Rifle Squad is behind green cover in a close Volksgrenadier vs Rifleman battle, there is no reason for them to get out of cover and charge the Volksgrenadiers. It will only lead to the Rifle Squad getting chewed up in the charge and losing their green cover bonuses.

Capping Orders

Capping order, or cap order, is the pattern and sequence in which the first units are sent out to capture nearby territories. These are the cap orders generally recommended for the first four units. The black line represents the starting Engineer Squad. As soon as he finishes building the Barracks, he follows the black line capping. The white line represents the first built Engineer Squad; he immediately starts capping points rather than assisting the construction of the Barracks. The Red line is the first Rifle Squad built, and the blue line is the second Rifle Squad built. Keep in mind these aren't carved in stone, and can be changed them up on the fly to adapt to a new situation or development. Just remember that Riflemen cap at a 1.5x speed; and as a general rule, the more resources the better. Fuel takes a slight priority over Munitions but neither resource should be ignored regardless of the intended strategy. Generally, it's best to cap points towards the middle of the field, to harass an opponent's attempts at capturing territories. And points right outside of your base can be picked up later by the first retreated unit.

Click on these thumbnails to view a recommended capping order for each situation.

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Flanking is the heart and soul of the American early game. If an American player simply groups all of his Riflemen up together and just moves them across the map in one big clump, one MG42 is going to suppress his entire army forcing a mass retreat. That is why the American player lives and dies by his early game flanks.


Now, that was an example of a very simple flank executed without any problems. Real games are not that easy. With more play, comes experience. The main focus of the American early game should revolve around using Rifle Squads separately to make joint attacks. They should all be coming in from different angles and different paths to combat the Wehrmacht forces from all sides. Remember, Engineers can cut wire to increase approach options. Keeping an opponent in a constant state of chaos is the easiest and most efficient path to victory. When a Wehrmacht player gets properly entrenched, the game is immediately and considerably extended. At that point only a fall back to a Weapons Support Center, artillery, or vehicles would prove sufficient to break his lines. So then, get behind his lines whenever possible! Draw forces away from his main defenses by capping a point slightly out of his comfort zone, and when he sends two squads over there to deal with the Rifle Squad, flank his weakened defenses with a superior force.


Advanced Tactic - BAR/Flamer KO

With an intricate understanding of flanking comes the ability to execute more advanced maneuvers . The BAR/Flamer KO has little risks; and when it works, great returns. This tactic is a one shot opportunity flank that can wipe an unprepared Wehrmacht player completely off the map. After the initial four Rifle Squads are fielded, begin putting them in position for a four Rifle Squad, two Flamethrower-equipped Engineer Squad flank; and begin upgrading BARs. Time the BAR upgrade so that it comes into effect a few seconds after the attack has begun. When the defender first sizes up the situation, he sees vanilla Riflemen and judges if he can fight off the attack or not. As the BAR upgrade comes in, the balance generally shifts greatly in the attacker's favor. This is not to say its fool-proof however, if the entire force gets suppressed or is haphazardly directed into focused fire, the attacker will fall flat on his face. But if the BAR/Flamer KO is executed correctly, it can win the game outright.

Another variation on this strategy is the grenade surprise. A hefty fuel advantage in the early game presents the opportunity to upgrade Rifle Squads with Grenades as well as BARs in preparation for a sweeping flank attack. Get the Grenade upgrade before the BAR upgrade, and do everything else as normal. What the Wehrmacht player first thought were vanilla Riflemen suddenly turn into BAR-equipped squads with access to grenades.


Harassment is using units on the outskirts of the map to decap points and chase away Pioneer Squads. While harassment may deny an opponent resources, its main advantage is drawing combat units away from the front lines. Rifle Squads cap at a x1.5 speed, while Volksgrenadiers and Pioneers cap at a x1 speed, giving the American player a pretty hefty advantage when it comes to harassment. The profound difference is best illustrated by an example:


Divide and Conquer

A smart Wehrmacht player will use all of his forces together to hold half of the map in the early game. This is because the free flowing nature of Riflemen allows the American player to stop and fight at any time, while a Wehrmacht player generally requires a bit of preparation before going into battle. Because of this advantage, if the Wehrmacht player starts start splitting up his forces and trying to take both sides of the map, the American player can generally capitalize on this and end up with the entire map without too many problems. For example, if a Wehrmacht player has two Volksgrenadier Squads on one side of Angoville, use three Riflemen Squads to chase them away, and immediately move them over to the other side to chase anything he has left on the field.

Cut off points are very important. If it's possible to decap a point that will cut off an opponent's HQ from his resources that point can and should be harassed as often as possible. Angoville is a perfect example of a map that has cut off points and the notable American mobility and capping speed to its fullest to deny the Whermacht player's flow of resources.

Bunker Busting

The Wehrmacht Bunker is probably the biggest headache for an American player in the entirety of the early-game. It doesn't take damage from small arms fire and requires a Flamethrower-equipped Engineer Squad to burn a Bunker down. It is more worthwhile to simply be aggressive enough to prevent a Bunker from going up at all; but if the Wehrmacht player is able to get a Bunker up, the only effective to kill the units inside (this early) is with a Flamethrower. Usually one or two bursts will kill anything inside, the difficulty is getting close enough to deliver such bursts. A flank using the techniques described above can usually get a Flamethrower-equipped Engineer Squad close enough to kill anything inside (usually a machine gun). It's important to remember that Rifle Squads alone generally can't kill anything inside a Bunker unless it has extremely low health, as in 3% or lower.

It's very difficult to destroy a Bunker until later tech levels, but if the Wehrmacht player is pressured into forcing a mass retreat, it can prove possible to kill a Bunker with Flamethrowers alone. The important part is place a few Riflemen in a position to delay or prevent a counterattack while the Flamethrowers burn down the Bunker. Generally, placing them in green cover somewhere between the bunker and the opponents base is the best bet.

Bunkers by themselves aren't dangerous, but Medic Bunkers are a backbone of many Wehrmacht strategies; removing them should be a high priority. However, if the Wehrmacht player has a well defended Bunker that is impossible to destroy use harassment techniques try to draw out his army, forcing him to fight away from the medic bunker. Upon sighting a medic, manually target it and kill it. A Medic Bunker, left unchecked, can churn out free squads of Grenadiers for a Wehrmacht player. The Bunker, if left unchecked, can lead to eventual defeat at the hands of an army of Grenadiers. Bunker Busting will be covered in later in greater detail.

Teching into Mid-Game
The standard teching order generally starts after the first four Rifle Squads are built. There are two major orthodox options at that point and it is necessary to make a solid decision to pursue one and delay the other. These two major options are: BARs or a Motor Pool. Additionally, two lesser used options are: Grenades and the WSC.


For 200 Manpower and 60 Fuel all Rifle Squads are upgraded with BARs, or Browning Automatic Rifles. Each squad gets 2 BARs. These BARs are technically Light Machine Guns, but they do fire on the move, albeit very inaccurately. BARs will chew up Volksgrenadiers pretty handily, and mow down any infantry unit at close range. Stationary BAR'd Riflemen behind green cover will kill just about anything in the early game.

Now, like everything else, there are some major advantages and disadvantages. Firstly, for 200 manpower and 60 fuel, instantly upgrading every American combat squad on the field with the best weapons available at the time is godsend. It gives the American player a great step-up as the Wehrmacht player can't globally upgrade any of his units. It presents a window of opportunity to do significant damage to the Wehrmacht player. Once he has units like Grenadiers or Pumas on the field, this window is gone. But from the moment the upgrade goes until effect until the Wehrmacht player regains his footing with stronger infantry or light vehicles, American infantry is superior to his.

That said, upgrading to BARs early on does not change the dynamic of the game. The staple of American doctrine is still flanking, harassing, creating mismatches, and pushing advantages. BARs do not allow an American player to just run right up and claim victory. MGs still pin units, Volksgrenadiers still do damage. The game isn't changed at all, it's just been made it a lot easier. Also, keep in mind that a choice to go with early BARs and followed by failure to capitalize upon it can place an American player in a hole, a hole that may prove impossible to climb out of. Choosing BARs is passing up the option for the early light vehicle and will perhaps provoke spending too much manpower on reinforcing to be able to afford a Weapons Support Center.

Eventually though, the upgrade to BARs must be purchased. Rare fairly worthless late game without some sort of upgrade. The difference between early-game BARs and mid-game BARs is that early-game BARs are a race to get BARs out with the intention of using this big advantage for a small period of time. Mid -ame BARs is just to keep Riflemen from becoming out of date and obsolete.

The Motor Pool

The motor pool is more expensive, both in Fuel and Manpower, than BARs; but it drastically changes the dynamic of the game. A Motor Pool tech in the sense here refers to getting a Motor Pool up fast and producing either an M8 or a T17 as soon as possible. The M8 and T17 are both light armored cars, and take almost no damage from small arms fire. While Volksgrenadiers can use Panzerfausts, it's generally agreed upon that a Wehrmacht player must tech to his second tier to effectively counter an M8 or T17.

With Tales of Valor, comes the ability to pick which light armored car to produce (however, only before the game starts). The M8 costs slightly more, but has the ability to purchase Armor Skirts which greatly increase its survivability. It also can purchase a gunner on top, increasing its firepower against infantry. The main gun fires once every seven seconds and is capable of penetrating Puma armor, as well as dealing small amounts of damage to units like Panzer IVs or Ostwinds. The T17's main gun fires much faster, once every one to two seconds, but can barely scratch the paint on a Puma. T17s also cannot purchase Armor Skirts, but they do earn ablative armor in the form of sandbags with their first level of veterancy, which doubles their Hitpoints. M8s can lay mines which do tremendous damage, while T17s can use White Phosphorus Grenades to stun vehicles. The general consensus is that M8s are more durable, and do decently versus both infantry and vehicles; while T17s mow down infantry, but cannot touch any of the Wehrmacht vehicles. Most of the time, a M8 will prove more effective in fighting the Whermacht. For the sake of simplicity, armored cars will be referenced as M8s for the rest of this section. If there is anything drastically different between the M8 and the T17 it will be mentioned.

With an M8 out fast enough, an opponent will often not have any direct counters to it. Volksgrenadiers will be the only threat early on, using Panzerfausts if in range. The key to successfully utilizing the M8 is to keep it just outside of the Volksgrenadier Squad's Panzerfaust range. Here is an example:


If a Volksgrenadier squad moves out of cover and comes closer with the intent on using a Panzerfaust, simply back up the M8 slightly by clicking directly behind it. By right-clicking behind the vehicle a small distance away, it will go into reverse and back up (this is good as it keeps the thicker armor facing forward). With a click too far away, the M8 will turn around completely and move to its new location in forward gear. This is bad because it not only keeps the M8 in firing range of the Volksgrenadiers for a period of time, but it presents the backside of the M8s armor to the enemy.

Generally, it takes three Panzerfausts to kill an M8 (and two to kill an unvetted T17). It's ok if to get hit by one or two and continue fighting. But it is generally recommended to pull a damaged M8 back and repair it before sending it in to do more damage. Now, the first big threat to the M8 is the PaK 38 50mm Anti-tank Gun. The unit can camouflage itself which means that it will be impossible to see it from range. The gun has a distinct sound when firing, so it may be possible to detect its presence by sound. The shell it fires is also very visible. PaK 38 50mm Anti Tank guns, henceforth referred to as PaKs, can kill an M8 in two to three shots (a T17 in two). This makes the PaK one of the deadliest threats to M8s in the game. It is necessary to be on a constant alert for PaKs when using an M8 in a combat.

Advanced Tactic - Sometimes the PaK Eats You, and sometimes You Eat the PaK

With a sufficiently early M8 and enough 1337 micro, it's possible drive an M8 directly to an opponent's base and an attempt to kill his PaK before it can get set up. Generally, a Wehrmacht player will build a PaK upon the presence, or predicted presence, of an M8. A M8 in his base before its produced can deal a deathblow that he probably won't be able to recover from. Enter his base and lay a mine at the bottom-left side of his Krieg's Barracks.




What about the M3?

Truth be told, the M3 Half-track is generally more of a hassle than it's worth. While there are a few strategies that can make use of it, it's generally not as strong of an option as the M8. The M8 has significantly more Hitpoints and can move about the field without fear of death around every corner. The M3's Hitpoints are so low it becomes a liability in almost every situation it faces. The M3 also deals damage a bit slower, and although it's more consistent, it lacks the burst damage of the M8. Burst damage is superior because it can "snipe" units and kill retreating squads. The M3 is also worthless against any armored cars the Wehrmacht can produce. While the M3 allows nearby squads to reinforce, Rifle Squads generally need to be retreated time to time because of suppression, plus it gives up the advantage of free healing at a Triage Center. Overall, the M3 with the Quad upgrade can be used effectively, but requires an immense amount of babysitting and is rarely as worthwhile as the M8.

Avoiding PaKs

Once a PaK is on the field direct assaults with an M8 end up in the loss of the M8 and creation of a fresh steel carcass providing the Wehrmacht player with green cover. It is necessary to play M8s less aggressively after this point, using them to fend off any "expansion" forces the Wehrmacht might send out. Units that try to push out from their defensive lines can be met with the M8. Because mobile units can rarely combat M8s with any efficiency, the M8 is perfect for chasing away capping units or any units moving up for an attack. Keep in mind that it pays to always be on the lookout for PaKs in this situation, because a smart player may move up his PaK in anticipation of meeting an M8.


Grenades are considered a "lesser" teching option because more often than not they're not as effective as BARs or a Motor pool. While later on they're a great addition to Riflemen, choosing Grenades first costs a vital 40 Fuel for the upgrade and 25 Munitions for each Grenade. While that may not sound like much, it significantly delays quick BARs (60 Fuel) or a Motor Pool, and the early Munitions use may delay equipping the Engineer Squads with Flamethrowers. However, grenades can still be worthwhile if used to cause enough casualties on the Wehrmacht end.

Each Riflemen pineapple grenade inflicts 60 damage. A single Volksgrenadier has 60 health, which means a Grenade in the middle of a Volksgrenadier Squad will kill quite a few squad members and cause massive damage. It can also kill an entire MG42 crew if they've already taken significant damage. Grenades are great for clearing buildings and they're effective against squads in cover. That being said, the more skilled an opponent, the less likely he is to be hit by grenades. A good player will be able to move his troops out of the way of incoming grenades. And while this generally gets his infantry squad out of cover momentarily, it means he takes little to no damage from the Grenade itself. Because of this, it's very hard to hit Volksgrenadier Squads if they're being controlled by an experienced player. A very experienced player will also be able to micro well enough to have his MG42 Teams dodge Grenades.

On the other hand, Grenades also change the dynamic of the game. Every Rifle Squad, no matter the size, has lethal potential when it has Grenades. If a two-man Rifle Squad gets behind an MG42 Team, normally they wouldn't normally be able to kill it because they only have two squad members left and thus deal almost no damage. However, if they have Grenades, that same Rifle Squad can quickly dispatch the MG42 crew, or at least wound it very severely. Grenades also work well for getting troops out of cover. If a Grenade is thrown at a Volksgrenadier Squad and they step backwards to dodge the 'nade, they're out of cover and other squads will be inflicting more damage.

Unarguably, Grenades are the weakest opening tech and should be purchased sometime in the mid-game instead of ASAP. The first 40 Fuel should be spent on something different. That being said, sometimes early grenades can work if the first few grenades catch an opponent off guard and cause massive casualties.

The Weapons Support Center
The Weapons Support Center, or WSC, costs 185 Manpower and 15 Fuel, which doesn't sound like a lot, but if built too early it severely hampers the flow of combat troops. If the WSC is built after the second Rifle Squad, by the time it produces its first unit, the Wehrmacht player will most likely have four units on the field, putting the American player with three squads at a significant disadvantage. At the earliest, a WSC should be built after the first three Rifle Squads are already on the field. Though, it does present the American player with a larger selection of units. If an opponent is playing very defensively or camping a small section of the map, a WSC may actually be the best option.

The .30 Cal'

The 0.30 Caliber Machinegun Team, or the simply the .30 cal, isn't nearly as effective as the MG42 Team that the Wehrmacht has to offer. For one, it suppresses slower. It often requires two full bursts to suppress a Volksgrenadier Squad, which means they can often get out of its firing arc/range before becoming suppressed. It has slightly better accuracy than the MG42 which means it generally kills stuff slightly faster at medium/long range. The one saving grace it has doesn't rely on its own strengths but on the Wehrmacht's weaknesses; very few Wehrmacht units were built for flanking. A .30 cal in a building early on is a pain for the Wehrmacht to deal with if they're not prepared. Flamethrower-equipped Pioneers can flank the building, but the two largest concerns are Snipers and the Blitzkrieg ability to Assault (which will be covered later).

Unfortunately, the .30 cal isn't a very effective killer when compared to its two WSC cousins. The Sniper and the Mortar cause more casualties or kill specific targets while the .30 cal is most often used as just support for a Sniper or Mortar.

The American Mortar

The American Mortar is weaker than its Wehrmacht counterpart in both damage and range. Like the .30 cal, most of its strengths come from the Wehrmacht's weaknesses. Riflemen Squads are best utilized when moving either to flank, charge, cap, or do something mobile; but Volksgrenadiers, Grenadiers, and MG42 Teams are best when stationary. This means Axis targets aren't running around as much, which means more direct hits. It is also possible to use the mortar to destroy Bunkers or throw up a smoke screen, both of which will be explained later.

Always use the Barrage option. When the mortar is given the order to manually attack an enemy squad, it will fire slower and eventually stop firing if line of sight on that particular unit is lost.

The Sniper

With a doubt, the Sniper is the superstar of the WSC. The American Sniper, if left unchecked, can drain a Wehrmacht player of his Manpower and be a constant thorn in his side. While it costs 340 Manpower and is somewhat frail, a well micromanaged Sniper will pay for itself and then some.

The Sniper is frail, though. If left unprotected and alone he'll be easily chased down by a Bike, and if poorly micromanaged in the presence of a Wehrmacht Sniper, he's going to get counter-sniped. If using a Sniper, there is no excuse to not have it assigned a hotkey. Using the same key from game to game can help build a habit to reach for that key when a Sniper is needed, making micromanaging him almost second nature. For example, every time a Sniper is made, immediately assign hotkey #3 to him. Any hotkey can do, but generally one that is easy to reach is recommended.

Using the sniper

A Sniper can one-shot-one-kill any infantry soldier the Wehrmacht can field with the exception of a Knights Cross Holder. This means its generally better to shoot at higher value targets when the opportunity presents itself. Upon sighting an uncamouflaged enemy Sniper, he should become priority number one. Other than that, aim to kill weapon crews. Grenadiers are also always valuable targets. Only shoot at Volksgrenadiers if there are no other targets available. If there is ever a chance to eliminate a squad completely (there is only one member left), it's generally the best option to shoot that soldier, regardless of other juicy targets surrounding him (However, easy shots on other Snipers take priority to anything!).

With extended use of Snipers, comes the understanding of when to camouflage a Sniper and when to let him run around completely visible. Because the Sniper walks much slower when camouflaged, it is best to have him uncamouflaged whenever he is in almost no danger. Such opportunities only occur normally well behind the front lines. Also, when a Sniper fires, he becomes visible for a brief period of time. The more times he fires in a short period of time, the longer those individual periods become. On the first shot, he generally remains uncamouflaged for under a second. But by the fourth or fifth shot he remains uncamouflaged for three to four seconds, which is a perfect opportunity for your opponent to strike.

There are four things that can kill an American Sniper. The first is a Bike. This persistent unit can chase down a Sniper and kill him in a matter of seconds. This can be prevented by supporting the Sniper with other units. Riflemen work best, especially later in the game. BARs can chew up a bike very quickly, and sticky bombs will kill a full health bike. MGs can offer some support, as well as any elite infantry with anti-tank weapons. AT guns also can support a Sniper but a Sniper/AT gun combo can be overrun by an infantry blob fairly easily, while infantry support can generally chew up anything running directly at them.

The second is pure, random, bad luck. To list all the possibilities is impossible, but it's often some form of artillery, a mine, a random AT gun shot, a random tank shell, or other threat that it is very difficult to prepare for. The only way to avoid things like this is to pay constant attention to the Sniper and retreat him if things get hairy.

The third is an infantry blob. A Sniper left unsupported, or just undersupported, can be easily charged and run down by focused fire when he's uncamouflaged. This can be avoided by retreating the Sniper early enough or supporting him well enough. The occasional moments when an Axis player performs a flank can be threatening as well; it's important to not put the Sniper in a vulnerable position of undefended flank under attack.

The fourth threat, a enemy Sniper, is generally the deadliest. Counter-sniping is the only thing that can kill a well micromanaged Sniper. This is unfortunately a good option for the Wehrmacht player because one shot can eliminate a Sniper, regardless of what level of veterancy he's achieved. While it is possible to play down the factors of getting counter-sniped and essentially "play the odds", every time a Sniper is uncamouflaged, even for a second, it presents an opportunity for an opponent to perform a counter-sniper. However, counter-sniping is one of the most difficult things in the Company of Heroes world to do; if all the precautions are taken a Sniper can usually survive in even a enemy Sniper's sphere of influence.

There are a few fundamental techniques to using a Sniper not yet mentioned. The first is to move him after every shot. Immediately. This isn't to "hide" the sniper, an opponent gets an indicator telling him exactly where a Sniper is; detection is almost unavoidable. Moving the Sniper about is the key to reducing the chance of getting counter-sniped. A Sniper can't rapid fire, and his weapon has a fairly significant cool-down period, which means moving him slightly won't affect his total rate of fire. Moving him, however, does give enemies significant penalties in accuracy against him. An Axis Sniper shooting at an allied Sniper while he's moving is far more likely to miss.

The second fundamental is to simply not shoot too much. It may sound odd, but if a Sniper fires as fast as he can five or six times, he will remain uncamouflaged for a period of a few seconds, which gives an opponent a perfect counter-snipe opportunity. If it is certain that the Axis player does not have a Sniper on the field feel free to shoot without inhibition, although it's a better idea to shoot three to four times and then move a Sniper back for five or six seconds instead of maintaining constant fire. This will generally drive an opponent crazy if he's attempting to counter-sniper. Sometimes an opponent may even put so much concentration into his sniper-removing-efforts that he may not manage the rest of his army at 100% efficiency.

That the lessons to be found in concludes Field Manual #2, stay tuned for part three of this mega-guide!

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08/02/2010, 22:34
Passei o dia lendo isso hoje no trampo. Lia um pouco, terminava um job, lia mais um pouco... Ia até postar mas deu o horário de vir embora. Esse é um dos mais completos guias para quem quer aprender o que fazer nos primeiros 10 minutos jogando de Americano contra Wehr. Leitura obrigatória meeeeeeeeeeeeeeeeesmo!

08/02/2010, 23:11
essa já é a segunda parte, tb vou ver se consigo ler no trampo amanhã. bem da hora mesmo. Flw bob

09/02/2010, 01:19
Genial galera! Poxa, a idéia da mina na porta me deixou pasmo... Algo tão óbvio e não havia pensado nisso ainda!

Bacanas as idéias.