AMERICAN
TECH TREE
Americans have the simplest tech tree of all the CoH factions. To begin with
they can build eitehr a baracks or a Weapons Support Centre, which gives them
access to all the standard infantry (both Tier 1 and Tier 2). Either of these
buildings then allows the Supply Yard to be built, which enables the Motor
Pool (Tier 3) and / or the Tank Depot (Tier 4) to be built. This means they
can potentially have their main battle tabnks (Shermans) on the field very
quickly. The Americans also benefit from global unit upgrades, sucha s Sticky
Bombs, BARs and Grenades (for riflemen) and 76mm gun upgrades and smoke for
Shermans. This means once researched, all units of that type will automatically
have the upgrade.
GENERAL
TACTICS
Americans
are a good, mobile, aggressive force. They have good all-round units and with
the simple tech tree are the easiest faction to get the hang of. Their Anti-tank
guns are the best in the game and riflemen capture points faster than most
other infantry, which makes them useful for early expansion. American tanks
aren't as powerful as those of other factions, so the best tactic is to deprive
the enemy of fuel through rapid expansion and thus delay the appearance of
their heavier armour.
| AMERICAN
UNITS Engineers: Armed with SMGs to better up close in combat. Relatively weak but can be upgraded to flamethrowers. Built at: HQ Riflemen: Good solid unit that does more damage at close range. Can be upgraded with powerful grenades, BARs (increases fire rate and you can suppress if not moving) or sticky bombs (useful against Stugs, Tigers and Panthers). Riflemen can build Observation Posts (OPs) Built at: Barracks Jeep: Fast vehicle, good at range against infantry and at detecting snipers. Stronger than the German motorcycle. Weak against HMGs or flamethrowers. Built at: Barracks Sniper: Keep moving where possible. If they are being attacked by infantry, it may be better to decloak so they can run away faster. If the infantry surround the sniper he is dead. Built at: Weapon Support Centre HMG Team: Good at suppressing and deals excellent damage to infantry (and with the AP bullet option, to light armour as well). Has less range than the Axis HMG but does more damage. Built at: Weapon Support Centre Mortar Team: can direct fire at a particular area or against enemy units within sight. Has less range than the Axis mortar. Very good support unit but also very vulnerable to flanking. Built at: Weapon Support Centre Half-Track: Light Armour. Allows reinforcing in the field if manned has a forward firing MG. Can be upgraded to the powerful Quad-50 cal, which is excellent against infantry. Has more armour than the axis half-track. Built at: Motor Pool M8 Greyhound Armoured Car: Light Armour. Not as useful against infantry as the quad (unless they are in buildings) but good against other light armour. Can drop double-power mines. Built at: Motor Pool (Requires Supply Yard) 57mm Anti-Tank gun: Slow(ish) moving unit that is excellent against enemy armour and very accurate against enemy infantry. Has a longer range than the German Pak AT gun and has AP rounds to provide additional damage against heavy german armour. Built at: Motor Pool (Requires Supply Yard) M10 Wolverine: Lightly armoured, fast tank that is excellent against light vehicles and effective when micro-managed to attack enemy armour from the rear. Built at: Tank Depot (Requires Supply Yard) M4 Sherman: Fast tank with decent armour that is very good against infantry and can outflank heavier axis armour to get better rear shots on them. Great all-round tank. Can be upgraded to the 76mm gun (highly recommended). Built at: Tank Depot (Requires Supply Yard) M4 "Crocodile" Sherman: Main gun is replaced by a flame thrower that has very good range. While useless against armour this tank can chew up enemy infantry and AT guns extremely easily. Built at: Tank Depot (Requires Supply Yard) |
| AMERICAN
COMMAND POWERS INFANTRY COMPANY Rapid Response: reduces build time of infantry and also decreases the cost of Forward HQs. Rangers: Good infantry unit already equipped with 2 (vaguely accurate) bazookas. Have the Fire Up ability (see paratroops) and can be upgraded to Thompson SMGs for excellent close range firepower. Off-Map Support Group: A mixed bag of randomly selected units which can be very good but can be a bit crap. Can include units such as a M10, AC, Mortars and HMGs or rifleman. Defensive Operations: Allows Riflemen to build basic defensive structures (sandbags, tank traps and barbed wire). Off-map Artillery Support: Can call in a powerful artillery strike. 105 mm Howitzer: Can build an artillery unit that has incredible range and can fire into the fog of war, but takes a while to fire after the target is selected. Great against enemy defences (and their base) but not quick enough to use against enemy assaults. AIRBORNE COMPANY Paratroops: Good infantry at medium/close range that can be upgraded to Recoiless Rifles (AT weapons) - have the free Fire up ability (reduces suppression and gives a slight speed boost) and have satchel charges (excellent against bunkers and buildings) Can be reinforced anywhere. Can be dropped anywhere except into the 'fog of war'. 57mm AT gun: Can be instantly dropped as needed the same as paratroops but otherwise identical to the normal AT gun. Supply Drop: Cheap power that drops two crates which give a small munitions and fuel bonus and also leave an unmanned mortar and HMG. The resources are the most useful thing dropped but if dropping in your base, make sure the left weapons don't block in your own units. Air Recon: Reveals areas in the fog of war. Useful for allowing other attacks or parachute drops. The start and end point you select show the designated target area. The plane will start its run based from the edge of the map furthest away from that target area. Strafing Run: As above but rakes a line with cannon fire. Can be good against grouped infantry but is a bit hit or miss. Less useful against the CPU because it will have moved away before the plane arrives. Bombing Run: As above but drops a series of small bombs. Good against infantry, armour and buildings. ARMOURED COMPANY Raid: Very useful ability for any light vehicle (jeep, half-track or Greyhound) to capture sectors. While doing so it will not be able to fire. Allied War Machine: Powerful effect that while active, causes any of your vehicles that is destroyed to be immediately replaced. Calliope Rocket Launcher: Another great ability. Without needing any fuel or even a tank depot you can call in a sherman support tank wiith powerful long range (free) rocket barrages. The sherman cannot fire its main gun so do not use it as an assault vehicle. Fast Deployment: Increases the speed at which vehicles are built. Field Repairs: All vehicles on the field will repair themselves as long as this power is active. M26 Pershing Heavy Tank: A match for a Tiger, this tank is good at soaking up the hits as the vanguard of an assault. |