Company of Heroes 2

Company of Heroes 2

37 ratings
How Channelling my Anger Made Me a Better UKF Player
By Lubnut
Due to the warm reception of my last guide, How Channeling my Anger Made me a Better OKW Player, and after becoming incensed with rage once again at how people fail to correctly utilise the UKF faction. I realised however that this was because Relic falsly advertised this faction as defensive, and yes while that is true in some respects the UKF is best played with its extremely versatile and frankly broken doctrine abilities and units. Read on, and be better moron!
3
   
Award
Favorite
Favorited
Unfavorite
The UKF on Paper
This is the part of the faction that most people stop at. On paper, the UKF is centred entirely around sitting on a point and winning the battle of attrition with its emplacements, cover bonuses and artillery abilities. Playing like this might get you a win against a bad opponent, but if you want to make the most of this faction you will have to broaden your understanding.

First of all, emplacements. Do not, under any circumstances, construct any except a forward retreat point or a mortar pit on the mid point if necessary. The Bofor is overpowered, yes. It will shred enemy infantry and scuttle a Luchs. Is it worth 50 fuel to do this? No. The reason is simple. Indirect fire will wittle any emplacement down in a matter of minutes, even if you render the emplacement useless by continuous 'brace'. Aside from this, it is a high priority for repairs since it cant move from danger like a tank, which means your sappers are not in battle or repairing tanks. In my last guide I touched on the absolute meme that is emplacements vs OKW and that should give you an even better taste of how much of a waste these are. Additionally, I have seen more and more UKF players putting them in the middle of roads, choke points and other odd places or even worse, stacking one on top of the other. Sim city was funny in 2017, it does not work today.
Frankly, if a teammate of mine builds a 17pdr its a good sign to leave the game because they don't plan on contributing much else to the team. The only good thing about the 17pdr is that it cant be crewed or decrewed by the enemy, but aside from that it is just a gigantic obstruction on the frontline.

Secondly, the infantry. Similar to my last guide, this one is running on the assumption that you want to play quick and satisfying games where the enemy ragequits or you get lots of little xp tickers from wiping squads. To do this you need to be playing either Tank Hunter doctrine or the land mattress doctrine. UKF infantry has the worst on the move penalty in the game. To make up for this they are given a rate of fire boost in cover. Neither of these things are particularly good until the late game when the map is covered in craters. Until then you are expected to sit your sections behind a wall and wait. I'm not condoning this, but for the sake of spanking the Axis and having fun you should build no more than 2 of these units for the early to mid game and the rest of your infantry should be commandos, the officer and a sapper. Never get the 5 man squad upgrade because with the commando doctrine they will automatically have 5 men and so will the salvage sapper. Thats 35 fuel in your pocket.

Finally, the tanks. The most underrated part of the UKF kit. You have the best AA vehicle in the game (for the reason that it can take hits as well as shred planes and infantry), a solid and good scaling true medium (cromwell is slightly worse than a P4 but its the best anti infantry) and some hard hitting tank busters. The Firefly always pens and it can do so at the furthest range of anything that isnt designed for range already like the SU85 and Jagd. I personally go for the Comet which is toe-to-toe with Panthers, but if your enemy is blobbing then the churchill can close the game nicely. This versatility should be the defining factor of the UKF in my opinion.
The UKF in Game
As spoken about earlier you are going to want to pick either commando or tank buster doctrine. First unit you build should be a vickers, followed by a call-in sapper or a second section if you went for tank buster. Do not cap with the first section, use the sapper to cap behind you (they have a capture speed bonus). The infantry section should secure a place for the mg near the fuel or vp. Once secured the rest of the early game is at your discretion. Call in tank hunters if they go puma/luchs and dont upgrade them with PIATS. I personally think that the AT rifles are better, because they can destroy cover and support weapons as well as comfortably harass vehicles. The PIAT is low-velocity and has a high tendency to miss, whilst also sacrificing that extra bit of anti infantry power.

Around the mid game you should have called in your first commando and the officer should be in production. It is at this time you should get the Bren gun upgrade. 5 man commandos with 2 brens beat obers its actually insane. The officer has awesome utility too with smoke mortars, artillery flares and a recon pass. 2-3 commandos with officer can take on any axis infantry easily. As for your sapper, now is a good time to give him some PIATS (I know i just got done ♥♥♥♥♥♥♥♥ on them but its the best thing they can have and adding them to your blob gives you fairly decent anti-building and anti tank).

If you are comfortably winning, go for the Comet as your first tank. If they beat you to a Panther, go Firefly. Don't bother with the AEC, it has a short range gun, low armor and doesnt scale well. Also if you go Firefly, dont bother with the rockets. They're very expensive and only stun enemy tanks. one or 2 of your tanks can ♥♥♥♥ up a king tiger without them, or with support from allies.

Set and forget your vickers on a flank or covering the fuel or vp and use your superb infantry force to harass the enemy. I forgot to mention, you can spawn commandos anywhere so have fun trolling the OKW by cutting off the entire map. Their camo is the best in the game as far as I know, and you can always put a demo on a high traffic area or surprise a blob with a gammon (the most OP grenade in the game). Just using them for forward recon is amazing too.

Any doctrine you pick will have OP call-ins (except emplacement doctrine pftu). Its actually ridiculous the difference between early coh abilities and what the brits get. Compare 'for the fatherland' to 'hold the line'. For the fatherland is a speed and rate of fire boost for axis. Hold the line improves defense and rate of fire for brit units in territory, then sends typhoons to recon and strafe the frontline. Bonkers! The OG commando doctrine has 3 different offensive call ins (smoke raid operation, phosphorus & mortar strike and the bombing strike). As brits arent a muni heavy faction you can easily end a game by combining all 3 in a push.

Finally, get a land mattress. This is the most broken and OP indirect fire unit in the game. Its so broken that Relic made it so that it will be destroyed if a tank hits it. Firing this weapon is guaranteed to paint a target on your head and if the Axis get hold of one it can turn the tide for them.

As a side note, the mills bomb sucks and the gammon bomb from Hammer tactics is worse than commando gammons they get for free. The only HQ upgrade you need as the brits is the bren and piat thingos.

Theres not much else to say here except the usual. Be toxic. Use all caps laughter when you wipe squads, especially if its with the land mattress. Theres not many weaknesses to the build that havent been covered here or in my previous guide. Check it out!
10 Comments
Lubnut  [author] 6 Nov, 2023 @ 3:12am 
@Riser Long time but I've come back to this guide. Assuming you use 4 heavy gammon bombs, that's 300 muni. I can think of many better uses of 300 muni than forcing OKW to spend 100 fuel max setting up a new HQ
Lubnut  [author] 9 Apr, 2023 @ 7:35am 
@calcifer I am in tears bro please go easy HAHHAHAHA
Lubnut  [author] 7 Apr, 2023 @ 9:56pm 
@Calcifer Die mad
Kras Mazov 3 Oct, 2022 @ 1:02pm 
My friend plays like this, we are very aggressive as a team. I just like to say, that I don't believe in hard rules. Sometimes that British AT emplacement is a great complement late game. It's all situational. Cheers
Lubnut  [author] 26 Sep, 2022 @ 4:57am 
@-Rλ҉inyCloudCore I don't play 1v1, unless its with your mother and as I said she cums every time
GameMasterAlex 26 Sep, 2022 @ 1:47am 
-Rλ҉inyCloudCore wonder why u r still not in TOP 20 1vs1
-RainyCloudCore 25 Sep, 2022 @ 7:35pm 
I do advanced emplacements in top 100 1v1 play and focus my entire army around bofors and mortar pits and I win 80 percent of games
GameMasterAlex 19 Sep, 2022 @ 8:44am 
3-4 Gammon granades = OKW HQ go Y_Y
GameMasterAlex 12 Sep, 2022 @ 12:30am 
Shit guide
Dr.bogdanov 10 Sep, 2022 @ 6:51pm 
thanks for the guide