Company of Heroes 2

Company of Heroes 2

210 ratings
A Weeb's guide to USF
By Le Negev and 1 collaborators
In this guide I will be covering the basic USF principles and strategies. Be it build orders, doctrines or the units themselves - you will (probably) find it here.
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Intro - What USF stands for?
United States Forces, also known in the game internally as American Expeditionary Forces or simply as Americans, is the faction that was added in the 2014's DLC western front armies, along with crowd favorite, OKW. Similar to their opposing faction, USF puts focus on mobility, the firepower of individual squads, and the versatility of their units.

So I have a hyperaggressive faction like OKW, what should I do with them?
First off, knowing yourself - your strengths and weaknesses. Secondly, the thing that USF is not suited for bigger gamemodes, the 3v3 and 4v4s are USF's main nightmare, because most of the maps (like port of hamburg) take away the main advantage of the faction - their mobility. If you want to play as USF in bigger gamemodes, go ahead, but I don't guarantee that you will be having a great time.

USF is a faction with its powerspikes in the early and mid-game, with your god-tier infantry, decent support equipment, good tanks, and a bad late-game, especially if you're wasteful with your units like myself.
Now let's get right into it, starting with the stock arsenal of the USF.
Oh yeah, this article is somewhat subjective in some matter. Just a heads up.
Tier One - Barracks
Barracks will grant you access to the most basic things that you will need - Rear Echelons, Riflemen, Mortar, Ambulance, and(doctrinally) WC-51 military truck (also known in the community as Wipe-Car 51, or Fckjeep) as well as M3 Halftrack. (I will be talking about those two last in the doctrinal units section)

Rear Echelon Squad
Rear echelons are your faction's engineers. Just like any other engies, they can lay barbed wire, construct tank traps, make an American version of axis bunker (fighting position), and construct cashes, and also light mines, which are weak, but slow down incoming vehicles, use them in clusers. Don't expect them to win fights, since their M1 carbines are, well, not really good, and RE's are also famous for not hitting a broadside of a barn without veterancy 1, which fixes this issue. Aside from that, they have access to a smoke grenade (unlocked with grenade package), repairs, and volley fire ability, which can be used to force a random Sturmpio to retreat (still I discourage using this ability and retreat yourself, since its a waste of munitions most of the time).
Rear Echelons can be upgraded in a couple of different ways :
- Minesweeper - detects mines, and DOES NOT AFFECT THE REPAIR SPEED, vet 2 affects it.
- Flamethrower - good in the early game to clean a pesky mg nest or osttruppen garrison, available in rifle company, 60 munis. Also grants 10% RA as a bonus.
- Rifle grenade - every couple of seconds, a model shoots a grenadier grenade that while not very lethal, is going to take a good chunk of health off a model. Available for Urban Assault Doctrine.
Veterancy increases their accuracy, gives them weapon cooldown, repair and RA bonuses, and vet 3 increases their squad size.


Riflemen Squad
Known by everybody as the rifles, those are your mainline troopers. Armed with M1 Garands, those squads are the bread and butter and a backbone of every and all USF builds.
Their abilities without doctrines are limited to only grenade (which you have to buy anyway via barrack upgrade) and a snare available when the officer building is upgraded or double officer is on the field. With doctrines (Rifle company especially), they become much, much more versatile in their abilities. They can build actual USF mines (which are the best mines in the game btw), sandbags, and bunkers. With Rifle company, in addition to that, they can also sprint and shoot flares (something like Pfuseliers or Jeager command squad). Also, Urban Assault grants them an 'Incendiary Device'. It's a Molotov, just without the special animation.
BAR gun, as well as a .30 cal (latter option being doctrine locked, but regardless, still good), are absolute god-like upgrades, that you should absolutely take them because Rifles become one of the best non-elite troops in the game with them, only rivaled by vetted double bren tommies.
Veterancy bonuses are one of two reasons why the rifles scale so well, the other being the weapons that the squad can be upgraded with. They give them recharge on all abilities, RA accuracy bonuses and finally even more accuracy, RA, recharge as well as bonuses to pineapples.


81mm Mortar
Mortar is here. It's bad. Don't use it unless you're stuck with very static players. It's seriously just a lesser version of ostheer mortar. Yes, back in the day it was good because of the lowest scatter of all mortars (correct me on that), but those days are long gone. Now nobody uses them, with exception of very desperate players, memers, or British who got it with lend-lease or as a supply drop via Tactical Support doctrine.
It's veterancy is a copy of the Ostheer's mortar veterancy.

Ambulance
AAAAAAAH! Call an ambulance! Call an ambulance! *takes out a pistol* But not for me!
I'm sorry, I just couldn't resist
The ambulance is the way that your troops heal. Medics can disembark it, so you can avoid getting them killed, and then they can kill krauts with their glorious M1911 Colt pistol. If you're an axis player, please don't destroy the ambulance, because it's breaking the geneva convention. Yes, I ran out of things to write here. Let's go to the next section. (It now has bonus resistance in the base sector!)


Tier Two - Platoon command post (Lieutenant tier)
This is the building that you will tech up to 90% of the time, especially if you came with an upper hand in the first engagements. Straight from the get-go, you will receive a new unit - Lieutenant, who is going to be your best close combat unit at this point. This building provides the tools that USF needs to maintain its aggressive opening: the .50 cal HMG, M20 utility vehicle, and the M5A1 Stuart Light tank.

Lieutenant
This is your another rifle squad, but this time with a CO model that has a Thomson SMG. It can be upgraded to have a bazooka, for very basic anti-tank capabilities. Aside from that, it's a rifle squad: it still can throw grenades, and unlike his privates, it can shoot a smoke grenade. What's also worth mentioning, that all of the officers (Capitan, Lieutenant, and Major) have shared veterancy, meaning that they will gain veterancy from the troops nearby, similarly to the OKW's Sturm Officer.
Speaking of, veterancy gives the squad two RA bonuses, weapon cooldown, accuracy, reload speed (that's pretty unique, if I'm being honest) and passive out of combat sprint, which is pretty useful for rushing points or getting the unit out of the base.


.50 Cal
.50 cal is the strongest non-doctrinal MG. As a reinforcement of the USF's mentality, .50 cal is very mobile, and pack or unpack in mere seconds. So, if your vetted mg gets flanked and the enemy is far away, just reposition it. No need for a retreat. What is worth mentioning is that airborne doctrine allows you to drop this mg.
Veterancy increases suppression, set up time, reload speed, accuracy, rate of fire and reload speed.


M20 Utility Car
The glory days of M20 had surely faded away, and nowadays rarely who builds it, but it's still here, so I will talk about it. Imagine 222 without its turret, ability to decrew, and a 50 cal instead of MG42. Bam! You've got M20! What's also worth mentioning is it's price, which is mere 20 fuel, 10 less than 222, making it the fastest LV to hit the field.
M20 can plant the mines for low low-cost fo 60 munitions (note: those mines are M6 mines, strongest mines in the game, that will cause the enemy tanks immobilized), has defensive smoke. M20 has absolute crazy veteran bonuses : More sight, accuracy, speed (from 7.8 to 9.4!), penetration bonus on the .50 cal as well as range increase and stealth detection radius increase. And if you remember when I said to wait for the buff of this LV, now it's the time. Give them death. Drown your enemies in lead with this premium ultra light.
(also what's worth mentioning is that M20 can be upgraded with skirts, which increase it's armor and HP but to be honest it's not really worth it in my opinion.)


Stuart light tank
The American light tank is the USF's main bleed source for the mid-game, and a very good light vehicle deterrent. Its gun, while not as powerful as in the past still kicks a punch, both in an AI and AT role. It has two abilities that are available from the start (surprisingly), that either stun or destroy the engine of the vehicle. Just don't use the second one, because it's a suicide and throwing your tank away.
It's a decent and versatile tank, perfect for the USF's mid-game.
Veterancy gives the Stuart more sight, improves its reload, accuracy and speed.

Tier 3 - Platoon Command Post (Capitan tier)
Another tier, another CO. You know, it's kinda nice that the devs decided on that function, really. For example, if you're going to lose your lieutenant in the late game (where fuel isn't that important), you can simply replace him with the Capitan. Isn't that nice?
Anyway, this is the tier, where you go when your opponent is ULTRA STATIC, and his grenadiers won't even move a foot for 10 minutes straight. Or you're forced to defend. Or play a wacky playstyle like using some obscure out of meta unit that is completely not viable. Either of those.

Captain
The other combat CO has more utility than the lower rank lieutenant, and as a unit is arguably more useful than him. His squad consists of the captain himself, two rear-echelon models (shhh, don't worry, they're stat-wise the same as the rest), and two rifles. Why is that? No idea, ask the designer. Going back to the topic, combat-wise, unupgraded Captain is largely the same as the lieutenant but has other upgrades and abilities. First off, the bazooka upgrade is replaced with a BAR, giving the squad an even bigger damage output. Secondly, as a heritage from the vCoh, he can supervise a building, and while useful (or rather thrown to a useful unit this time... isn't that right, Wehrmacht's Officer?), you won't be using it that much. Veteran ability on the other hand is very unique and powerful 'On Me!'. Unlocked at vet 1, this enables the captain to motivate a squad by the sheer power of... words to completely negate suppression, add some bonuses to accuracy (IIRC), and the targeted squad sprints for a short while. If used correctly, it can be devastating, damaging, or outright killing a high-value target like an mg or a wounded mainline. Also, this ability is very useful for barfinders.
Veterancy unlocks described above "On Me" ability, decreases RA, cooldown and reload, and simularly to the other officers, gains sprint and accuracy.


57mm AT gun
57mm is a controversial topic at best. One person says that it's the best AT gun in the game, some will say the complete opposite. They're both wrong, we all know that Russian 45mm is the best and the worst AT gun in the game.
Alright, jokes aside, the stats on the initial 57mm are... lackluster. While cheaper than the British and eastern armies' AT guns, it has subpar penetration of 150, and thus you sometimes bounce from a Panzer IV (regardless of variant or veterancy). But, if you're going to load munitions into it, the 57 mil turns into a tank-slaying monster, with the highest range, lowest reload, and ability to self spot if it's manned by pathfinders.
Veterancy gives it the "Take Aim" ability, which increases the range of the gun, more accuracy, roatation, reload and finally penetration and reload speed.


75mm Pack Howitzer of balance
Ah, the pack howitzer. Both loved and hated. It is the best non-doctrinal indirect in the game, able to wipe squads or take like 70 hp of a model in a single shot (for reference, models have 80 hp). I have no idea what they add to the shells that makes them so lethal, but I once theorized that it's pure democracy.
Pack howitzer is in the current patch the most powerful indirect weapon in the game while costing a lot as well. But trust me, this cost will be returned to the enemy with its crazy lethality. Vet 1 and 2 add new types of shells for the gun White phosphorus and HEAT respectively. WP barrage is good for committing war crimes on unsuspecting germans healing by a medical truck, and HEAT is good against tanks. If the shell is going to hit, that is. Vet 3 reduces rechargeability.


M15A1 SPAAW
The AA choice of the USF, this half-track is a very clunky thing to maneuver around and requires a lot of babysitting, albeit when in position (and not endangered by AT), in can reign destruction to both infantry and lights alike, with one AA HT being able to take out a 222 with ease. While not as versatile as Stuart, it serves a more specialized role of stopping unsupported infantry pushes.
Veterancy improves the Halftrack's general maneuverability (that is acceleration, max speed, roatation speed), accuracy of the .50 Cal, and the vet 3 improves its penetration, health pool and accuracy, this time both for the .50 cal and the 37mm AA gun.
Tier 4 - Batalion Command Post (Major's Tier)
The final frontier. The late-game. The disappointment of many players that the USF tanks aren't capable enough. Let's jump in.

Major
Major is... an interesting unit. Similar to M20, Rear Echelons, and maybe pathfinders in the late game, this is more of a support/utility unit than a frontline combat one. It's a three-man squad that is pitiful in terms of fighting anything, but it's buttloaded with abilities. As other COs, Major has access to smoke, but also access to Recon Plane (that gets upgraded with Veterancy 1), artillery (that gets upgraded on vet 2), forward retreat point (Upgrade on vet 3 to a sector cap denial ability simular to vCoh's British truck ability). And while often major sits in the base of the USF player, I'd say that's a waste of a unit. In my opinion, you have two choices. Either put him near an indirect (like a howitzer) and watch as he gets more and more experience from the shared veterancy system. Option two is a bazooka source.


M4A3 Sherman
We're here! Medium tanks! Finally! Sherman is a good tank. Like all of the generalist mediums, Sherman is a mid-late game tool to keep pace with the opposing faction. While Panzer 4s excel at survivability, Cromwell at speed and T-34 and being cheap, Sherman is something between a Cromwell and a T-34. It has speed, choice of HE or AP shells (for AI or AT respectively), and a very good vet 1 ability that allows you to blob Shermans because they are getting an additional increase in sight rate of fire. Yes, I know that it sounds dumb, but it works. Somehow. Anyway, Sherman is the last non-doc generalist that you will use. The rest of the tanks here is very specialized.
Sherman has access to doctrinal upgrades, thanks to Urban Assault doctrine. The dozer attachment increases the health of the tank, as well as its armor for the cost of reducing its speed and increasing the target size to 24 (from 22). Dozers are a good upgrade when you need more... tanky, tanks. Or struggle with schreckblobs.
Veterancy gives the afromentioned Radio Net (which is limited to around 3 tanks), vastly improves it speed, roatation speed, accelerates faster, improves weapon roatation speed and reload.


M36 Jackson
Also know as the Slugger in other media, this is the primary AT source in the late game. Having the potent 90mm gun, a pair of those tanks will decimate any armored vehicle on their path. Vet 1 allows it to load HVAP rounds, which increases M36's damage output to insane level (from 160 damage to 200, able to kill a panzer 4 in about 3 or 4 shots), making it the most effective non-doc tank destroyers along with the firefly (with a command tank accompanying it, of course).
Veterancy unlock its HVAP veteran ability, improves the reload speed and accuarcy, and vet 3 increases the reload speed and penetration.


M8 Scott
Perhaps the most interesting choice in tier 4, Scott is the non-doctrinal anti-infantry specialist, akin to a panzerwerfer or a katyusha. And before you will bash me for saying such blasphemy, let me explain. Yes, I'm aware that Scotts are not rocket arty, but this doesn't change the fact that two of those suckers can stop an entire infantry push.
And that's the biggest problem, I believe: Scott in eyes of many is redundant. Shermans with bulldozer upgrade serve the same role, but instead of indirectly attacking the enemy they do it directly.
Veterancy gives the Scott defensive smoke, improves its scatter (barrage only scatter to be precise), decreases barrage's recharge and finally improves the range so it won't be two shotted by random pak on the frontlines.

Doctrinal Infantry
Usually, I'd say that rifles are good enough as it comes to the infantry, but sometimes, you need heavier infantry. You need more, faster, more specialized. And believe me, so, USF's got you covered, because the elite infantry of the Americans is pretty good. But first, let's get the "special" infantry out of the way.

Assault Engineers
I will be referring to this unit as engineers. Available for Armor company, they're responding to OKW's sturmpioneers and Ostheer's assault grenadiers. Initially, they're very similar to the other CQC infantry of west allies - Lend-Lease Tommies and Cav rifles, since they're equipped with the same weapon (yes STENs are statistically the same as the M3 Grease guns. Sorry to burst your bubble), have all have 5 men squads and have similar stats (only the cav rifles and tommies have a slightly lesser target size). The difference between those squads lays in their upgrades, and in the case of engies, in their utility. Same as RE's, they can place mines (not the light ones, the heavy ones), build cashes, barbed wire, and make fighting positions. In terms of their upgrade, they get the M2 flamethrower, the same as the Rear Echelons in the rifle company. In terms of other abilities, engies can place demolition charges, destroy cover and quickly repair a critical of a vehicle.
Veterancy gives them Repair Critical and Destroy Cover abilites, massive boost to build time (whopping 50%!), RA reduction, weapon cooldown reduction, more RA and repair speed, and finally accuracy boost.


Vehicle Crew
Yes, I'm aware that Crew is non-doctrinal, I simply don't have a place where they'd fit, so I'm placing them here. They are, not good combat units. The only thing combat-wise that they have is the received accuracy at vet 3. Also, the Thomson upgrade that Armor Company grants them. It's the paratrooper variant of the gun, I think so you can at tops utilize them as ambush troops. I guess.

Cavalry Rifles
Cav rifles are CQC specialists available to the Mechanised company at 1 CP. Essentially, they're rifles with Grease Guns and different abilities and veterancy bonuses. I spoke about them in the engies section, so I will get straight to the point. Cavs shine in combination with the WC-51 truck. In combination with it, they create the legendary Fckjeep, able to harass any early game axis infantry in their path. Seriously, they're borderline broken with WC in hands of an experienced player.
Abilities on them are certainly interesting. You get the smoke grenade (to encourage aggressive pushes with them I assume), a pseudo-mark target that slows down infantry and raises their target size, and (of all things) the penal AT satchel. Because why not.
They can be upgraded with 2 paratrooper Thomson SMGs. Notice that this upgrade will consume only one weapon slot, so you have one more for a, say BAR or a bazooka, or some other lmg if you're lucky.
Veterancy gives them recharge bonus, cooldown and RA bonues, range increase for their smoke (idk why but ok), further RA decrease and accuracy boost.


Pathfinders (both variants)
Pathfinders are units that are available to the Airborne and Recon Support doctrines (in the latter they're I&R Pathfinders, and yes, they're separate units, but aside from two differences, they're the same unit).
They're a very interesting unit that specializes in recon, the assassination of high-value targets, establishing beacons for paratroopers to land in the less spread area. I&R variant of the unit is also able to call in 155mm arty barrages, as well as fake flares, that doesn't really work, because most of the people don't retreat from them for some reason. No idea why. Pathfinders are also probably the only unit with active camo that cannot make any ambushes. No idea why either.
Anyway, what makes this unit is their equipment: 2 M1D Garands (1 in the I&R variant). Those things can 'execute' a model that has 40% hp or less, and in combination with M1 carbines, well, it makes a very deadly combo indeed. Even better if you ever get your hands on an lmg, because they're going to massacre models even better than jaegers or (arguably) obers without upgrades. That said, remember that they're not invincible, and will die like files if an assault unit like assgrens will look at them.
Veterancy gives them more sight, lesser weapon cooldown and RA reduction, more rate of fire accuracy ability to engage targets on longer distances, and better camo (at least according to veterancy guide)


Paratroopers (again, both variants)
Paras are the first elite troops that we will be taking a look at. Initially transported to the battlefield via plane, they're infantry killers, regardless of if upgraded or not. Paratroopers of Recon Support are basically the same, but you also pay extra muni for the howitzer. You know, very much a recon ability to plant mines *grumble grumble*
Anyway, let's go back to paratroopers. Both are 6 men squads, both have access to M1919 lmg, which turns them into the infantry shredding machine that I hyped so much. There's also the Thomson upgrade, that turns them into very capable CQC squads, albeit they've been beaten in this role by rangers when they released, but let's not get ahead of ourselves.
Every upgrade grants them the ability, aside from the cooked grenade and timed demo charge (available only for airborne paras). Bazooka will grant them an ambush ability, MG will give them a chance to lay down suppressing fire, and Thomsons will give them a chance to die to maximalize their close-range DPS, at the cost of being easier to hit. Use the latter ability with extreme caution, or when you want to wipe retreating squads.
Veterancy improves their recharge of abilities, accuracy and range of their grenade, grants healing out of combat, increases weapon cooldown and RA decrease.


Rangers
The second elite infantry unit, Rangers are a fairly interesting unit, that embodies the versatility of the USF as much as the paratroopers. They're available for the Heavy Cav and Urban Assault commanders, and while costing high (and still having ridiculous popcap), they're bloody good at what they're doing. Similar to paras, they can get Thomsons, with the difference being that rangers unlike any other infantry unit in the game, have three weapon slots. That means that they can get Thomsons with bars, or bazookas.
About the bazookas, right! Rangers, along with paratroopers (regardless of the variant), get the 'Elite Bazooka'. That one gets slightly more penetration and damage, about equal to the panzerscheck level, but still, a tad bit less powerful.
Veterancy is a copy of the paratrooper one, but they have a bit more RA bonus since they're a 5 men squad and not a 6 men squad. Also yes, that makes them the second most resilient infantry unit in them game, after vetted obers.
Doctrinal Vehicles
When I looked at the list of various call-ins, tanks available to one or another doctrine, you're going to get a headache. My lord, there's so much of it!

WC-51 Dodge
Accessible to the mechanized commander, I have spoken about it earlier in the cav rifle segment, but only scratched the surface of the car. Initially unarmed (but can be upgraded to 40 range 50 cal), the jeep has a few abilities: 155mm barrage (unlocks when major's out), mark target, and step on it, which drastically increases its speed but disabling the main gun and costing 15 muni. The WC is used to bully snareless axis infantry such as early game volks and assgrens.
Veterancy gives the .50 cal more range as well as step on it, increases it's speed, burst duration and accuracy.


M3 Halftrack
You often forget about that one, but if you're facing an opponent that knows how to use it, prepare to die. This half-track is more of a utility thing than anything else, healing to unit inside it (when out of combat) and a mobile reinforcement point for USF, and similarly to WC, also has step on it, though since it's a mid-game vehicle, you can't bully infantry as efficiently as with the WC.
What made half-track famous in the high-rank play is the strat called "bazooka bus" - you load up two squads of rear echelons with bazookas, and make use of the half-track speed. The strategy was invented by a person dubbed by the community as the 'Madman', Twisted Toosty, who uses the strat to this day since the very early days of the WFA. It's a blast to watch, but keep in mind that you need a godly micro to pull it out successfully. Vet 1 crew also would be nice.
Oh, the M3 is available for Rifle and Mechanised commanders.
Veterancy gives the M3 step on it, increases its speed and reinforcement range, and reduces the weapon cooldown, gives more sight and further increases the reinforcement range.


M21 Mortar Halftrack
Remember when I said that the American mortar sucks? Well, I've got some news for you! With the invention of the half-tracks, the M1 mortar ascended, and now, it's actually good.
Mortar half-track is available for Infantry and Mechanised commanders, and while not really build often, it's very reminiscent of the Scott, but this time around it has a couple of new, exciting abilities! First things first, it has access to WP barrage from the get-go and thus can perform war crimes a bit earlier than the howitzer. What makes this vehicle even better in my opinion is the vet 1 ability - the delayed HE barrage. It will shoot a delayed mortar shell that will decimate any soft target or emplacement, even OKW's trucks fall before this mighty rain of shells. If you have great tracking, you can even wipe blobs with it, something akin to makeshift rocket arty.
Veterancy gives it delayed HE shells, recharge bonus, and accuracy boost.

M5 Halftrack
It's the Russian half-track. You can get it in Tactical Support. End of story.
Veterancy is actually the same as with the M3. Huh. Who would've though.


76 Sherman
Oh, look, another vehicle from mechanized doctrine! M4C Sherman (it shares the stats with the soviet one) and 76 Shermans are premium tanks that trade a couple of more resources for a very good gun and a lesser infantry wipe potential, since the HE rounds are replaced with HVAP rounds that more pen. Veterancy bonuses are similar to stock Sherman, having the radio net, weapon roatation speed, even more reload speed reduction, penetration boost and speed bonus.

M10 Tank Destroyer
Brother of M36, available for armor company. It's cheap, has a weaker gun, and its intended role is a bit different since Wolverine is intended to be an aggressive flanker, something like Puma. With greater mobility than any of the stock USF tanks, the Wolverine made the name for himself as the infantry crusher. Actually good, but overshadowed by Jackson. Veterancy grants access to HVAP rounds, makes it more accurate, rotates it's turret faster, makes it faster and improves its speed.


Dozer Sherman
It's the 105 Sherman from the armor company, dozer sherman turned into a formidible oponent this update. Boasting impressive 215 amor (not OKW P4 levels of armor, albeit P4 has only a 55% to penetrate its armor), Dozer is a tank essencially can hard counter any kind of blobs if used correctly.
Veterancy gives it a bunker-buster barrage-like ability, bonus to reload speed, more health (for some reason), makes the weapon reload faster and makes it rotate faster.


Sherman E8
Easy Eight is... still mediocore. Don't get me wrong, focus gunnery is a good ability, and essencially a passive past vet 2, but I have a feeling that it still just doesn't cut it. Treat it as a panther with some AI capabilites.
Veterancy gives E8 Focus Gunnery (which improves range and penetration, while reducing the Tank's speed), improves speed and accuracy.


Sherman Calliopie
The doctrinal rocket arty of the USF, this thing is as deadly as katyusha and has actual armor on it, which makes the arty more durable, surprisingly. Available for Urban Assault and Tactical Support.
Veterancy improves the speed and recharge of the barrages.

M26 Pershing
Fret not, the Cavalry's here! Pershing available in the Heavy Cavarly doctrine, is the sole heavy tank available to USF, which specialises in anti-infantry preformance. Being the speediest heavy in the game, this beast of a tank is a great unit to counter panthers, and an absolute monster with combined arms.
Oh yeah, it also has an access to the HVAP skillshot, which has infinite penetration and can be chained with a regular shot.
Veterancy makes it accelerate faster, gives a speed bonus and gives crew grenades that are thrown automatically at enemy infantry that got a bit too close, accuracy and a reload boost.


M7A1 Priest
Good old Priest. You don't see it very often, to be honest. Ever since the Urban Assault commander released, the Priest and Infantry company (the commander that has Priest in it) kind of faded into obscurity. Nowadays you really see it only when Tightrope makes a wipe compilation where he shotguns some poor Fallshrimjaegers or something. Shame.
Veterancy gives the Priest creeping barrage (which doesn't have scatter, meaning that shells will always land on where they're supposed to), scatter reduction, recharge bonus, range boost


M8 Greyhound
Greyhound is the vehicle available for the Recon Support commander. While it suffers from a timing issue, Greyhound is a monster in terms of AI capabilites, able to kill entire armies worth of infantry before they figure out that small arms can penetrate its rear armor. In case of AT preformance, it's... bad. It deals only 40 damage, which mean it will struggle even with a 222, not to mention anything heavier. Still, it's a pretty decent tool if you have problems with assault grenadiers, pgrens or firestorm sturmpioneer spam.
Veterancy improves the M8's sight, reload and accuracy, speed and gives even more sight.

Commanders in a nutshell (I'm making this only because I said so in the title)
I will try to describe companies with as few words as possible here.
Infantry Company - MGs for infantry, more defensive suited playstyle, and arty. Also even more arty in form of the Priest. A solid choice for team games if you're desperate to play 4v4s as USF.

Airborne - Good elite infantry, decent scout infantry, drops of support equipment, P-47 rocket that is overpriced.

Armor - Engies, 105 Sherman, M10, 210mm arty barrages that actually are responsive now. Also used to meme with Thomson tank crews.

Recon Support - Another solid choice for 4v4s, it's airborne with alternative abilities. Drop cluster mines, cap territory with your light vehicles, destroy infantry with paratroopers, or kill a panzer 4 with your super mine!

Mechanized - S P E E D. It was meta for some reason. WC-51, Cav rifles, Shermans... Very powerful and versatile doctrine.

Tactical Support - Brother doctrine to Infantry, it shares a bit with it. Both have arty (Calli and Priest), MG, and a half-track.

Urban Assault - Another powerful doctrine. Rangers, flames, grenades, and rockets. That's the commander's motto I tried ok?

Rifle - That moment when a halftrack overshadows the E8.

Heavy Cav - Okay heavy tank, rangers, sandbags, and mines for rifles. Awful smoke ability.
Build Orders that I use or used in the past.
Aggresive (not doctrine dependant) :
rifle-rifle-rifle-lieu-50cal-LT-M-M36-Scott-M36

Defensive :
rifle-rifle-rifle-cap-57mm-AAHT-M-M36
You can sqeeze both ambulance (both builds) and pack howie (def). Don't forget about Weapons rack. Get it somewhere between your light vehicle and major

Mechanised build :
rifle-WC-rifle-lieu-cav-50cal-LT-M-76-76
76s are up to personal prefrence and might be replaced with dozer shermans. Just replace the second dozer with a Jackson.

Pathfinder only (meme build, airborne) :
Path-Path-Path-Cap-Weapon Rack-57mm-Paras-M-M36

Pathfinder Only (recon support variant)
Rifle-Rifle-Path-Cap-57mm-ACG-M-M36
This one is not really pathfiner only, since they have a higher cooldown in recon support, and thus you can't get the as fast as you can in airborne. Also I didn't used this build that much, so you might experiment with this one.

Ranger Focus (Urban Assault)
rifle-rifle-lieu-50cal-LT-ranger-ranger-M-M36-Callie-M36
I'm not sure if that will fit in the pop cap limit.

Night_Panzerfeuer's airborne build :
Rifle-Path-Lieu-Ambu-Para-Para-M-Jackson-Jackson-Jackson

Rear Echelon Spam (it's somewhat more viable) :
rear-rear-rear-rear-cap-AAHT-Howie-ranger-M-Jackson-Jackson
Further Sources.
Here I will link some youtube videos explaining the topic even further.

DevM's USF guide (main inspiration behind this guide)




Twisted Toosty's bazooka bus strat







Along Came A Spider's Video about BAR on all of the USF squads



The main sources for my data (damage, armor, target size) are taken from COH2 serealia[coh2.serealia.ca]

I also used the veterancy guide[www.coh2.org] from the COH2 website.
A word from a fellow USF main about paratroopers and pathfinders (by Night_Panzerfeuer)
For Paratroopers: Paratroopers are the most lethal unit in the game and can be far deadly than a Fallumjager if used right. You can even face enemy MG's head front when spreading out, even two squads can take down a mg with a volk squad if armed with Thompsons. In the Mid Games, you oftenly want to have two Thompson squads. While the Ability for the Thompson can be a hindrance, it is extremely lethal. Be careful using this ability when you made a sudden retreat. Because the ability will still be active even on retreat. To counter the cost of being easier to hit, use the bullet pin of "Airbornes harder to hit by 4%" As it will increase the survivability of your Paratroopers. While the Machine gun the double 30.cals are the opposite. Oftenly this type of a unit is best for supporting, damaging and suppressing enemy infantry. For Bazooka's you usually leave that to the riflemen since they can snare vehicles, but Paratroopers have a buff of dealing more damage and penetration when using heavy weapons.

For Unit Placement I recommend only Two Thompson and one 30.cal. When together spread them out and I mean it. Expierence Players will target your units first rather than strategic positions. Two Thompson Paratroopers is enough to fight in the battlefield and take on five squads at once in a close quarter battle if used correctly and with quick haste. You can add another Paratrooper with your choice but only limit with three Squads. Anymore will bring attention of your opponents in usage of artillery and the cost will be high.

For Pathfinders: Pathfinders in the Late Game are very useful for reconisance, and sometimes better than a recon plane. If you have a Vet 3, Oftenly you would not used this for combat and more of a scout unit. This can be useful for your teammates if they have a artillery commander and so on. This does includes small Gorilla Warfare on the field. For myself I oftenly avoid using Lmg's, such as MG34/MG42 since it does hinder the movement of the unit. However this is just a recommendation, not part of a guide since I main the USF. . .
Thank you.
If you've read all of this text, thank you. There are still some things that I have not explored (thomson variants come to mind) but I think that what is here is sufficient for an overview of the faction.
Once again, from the bottom of my heart thank you. I put a day of my life writing this guide.
Also it's the first time that I'd written a guide on a steam. I'd appreciate feedback on how I f'ed it up how I can improve it.
Oh, and be sure to check out my other guide, this time for soviets or the british!
46 Comments
Skyforcemk 12 Jun, 2023 @ 6:40pm 
what's the Do's and Don'ts for USF?
✟MrChicken✟ 6 Jan, 2022 @ 1:51pm 
zog faction fights for negev & israel
Auto Assault 12 4 Dec, 2021 @ 7:26pm 
Also another interesting thing. The ambulance actually has the same vision as any scout unit, (which is 50, if I remember correctly and they haven't changed it). So you can basically use it to scout enemy positions like what you do with pathfinders or M20.
Pinglord152 6 Sep, 2021 @ 10:23pm 
Which one is the good commanders in team games?
For the mine commanders? (Including armor and recon support)
gameleirabh 21 Aug, 2021 @ 12:21pm 
A day of your life writing is something to thank a lot. Is a very fine work, where the best part (to me) is the Build Order, fulfilling the role of guide. :steamthumbsup:
Michael D 4 Aug, 2021 @ 7:21pm 
Don't sleep on the USF's late game ability in team games. A double M8 battery, with good micro, can shred infantry squads further away than a sherman can and its barrage ability can kill crew weapons from a considerable distance. What makes them really useful in the late game however is their smoke barrage ability. It's free, recharges quickly, and has extremely long range. This means that with a bit of micro you can simply block off lines of sight from super heavies and engage in close quarters where you have the advantage.
Boar 3 Apr, 2021 @ 2:09am 
lul riflemen mines best in game? not bad.
Le Negev  [author] 25 Mar, 2021 @ 7:23am 
More like thank you, since this guide is kinda meh in comparison to the others. imo at least.
BUNGA BUNGA 25 Mar, 2021 @ 7:21am 
Thx
Le Negev  [author] 15 Mar, 2021 @ 7:28am 
First or second