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American Strategy FAQ's

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# 1sjceran May 14 2009, 21:55 PM

American Strategy FAQ's


Last updated: July 30, 2009

Current Overseer: sjceran



General US Questions

  1. What are the teching requirements/how do I access this unit?
  2. How does the American veterancy work?
  3. What does the upgrade on the supply yard affect?
  4. Is it worth the Fuel to upgrade the Supply Yard?
  5. Do you think M10's are worth getting? And do you think it's possible for an M10 to kill a Stug?
  6. I have tried to right click on destroyed tanks but my engineers just hide. How do I salvage the units as allied?
  7. With the Allies, how does the "Medic Center" help in the game, I don't see them healing a lot there?
  8. If I lay out mines across a bridge, do I need to worry about sending my troops/vehicles over that bridge? Will my troops/vehicles trigger my mines?
  9. What does smoke screen actually do? I can see the units through it.
  10. What is the difference between the M10 and the M18?
  11. What is the difference between the T17 and the M8?
  12. What is circle strafing?
  13. What exactly is flanking?
  14. Sometimes when I order riflemen to throw grenades they won't allow me to or the grenade totally misses, how can I avoid this?
  15. What does the term "kiting" mean exactly?
  16. Why are tank traps so seldomly used? How should I use them?
  17. If I use AP rounds on the 57mm while the shell is mid flight/being fired at the last second, does that shell get the bonuses? What are the bonuses?
  18. What are all of the uses of a Demo Charge?
  19. Since riflemen gain experience from mine kills through the Infantry Company, is it a good idea to solely place mines using rifles to help them rank up faster, or is it a bad idea to neglect your engineers?
  20. When a flank fails, how do you approach a retreat?
  21. What are the uses of each US Doctrine?
  22. How should you react when a strategy or a plan goes wrong or gets countered?
  23. When should I get a Tank Depot (TD)?
  24. When do I get a Medic Tent?
  25. At which range do rifles perform best?

(More to come)

Specific US Strategy Questions

  1. Should I start with a Weapon Support Center (WSC) or a Barracks first?
  2. Do I get BARs or grenades first?
  3. What are the best/most common US build orders to use?
  4. How do I kill a Medic bunker?
  5. How do I counter a King Tiger?
  6. How do I counter Pumas short of mines?
  7. How, when, and why do I use a sniper?
  8. How do you choose between a quick M8 or riflemen upgrades?
  9. How do you beat spammed veteran Pioneers with flamethrower upgrades?
  10. How do you deal with a FHQ and a medic bunker followed by T2 unit near your cut off point on a map like Angoville?

Patch Specific Questions: 2.600


Patch Specific Questions: 2.502
  1. How should I deal with IHT Suppression and the implications in baserushes?


This post has been edited by sjceran: Jul 30 2009, 12:32 PM

Posts: 3,442

Clan: Reign of Madness

Game: Company of Heroes


+
# 2sjceran May 14 2009, 22:12 PM
General US Questions
  1. What are the teching requirements/how do I access this unit?

    Use this Technology Cheat Sheet to learn about US teching.

  2. How does the American veterancy work?

    The US units gain veterancy depending on the experience gained from killing the opponent's units. Details of the benefits of veterancy are located at CoH-Stats.com

  3. What does the upgrade on the supply yard affect?

    Every unit you have on the battlefield reduces your manpower generation. By reducing the upkeep of your troops by 25%, they take 25% less resources away from your manpower generation than they would usually. If a unit took 12 manpower per minute, they now take 9.

  4. Is it worth the Fuel to upgrade the Supply Yard?

    As a general rule, I highly recommend at least getting the first upgrade if your manpower income drops below 240. As for the second upgrade, I wouldn't get it if you have gone Tank Depot as you will need that fuel. If you have gone for motorpool and a heavy infantry, you can afford to get the second upgrade. You should always get your first upgrade after a few Motor Pool units, or after your first Sherman.

  5. Do you think M10's are worth getting? And do you think it's possible for an M10 to kill a Stug?

    Sure M10's are worth getting if any opposing vehicles are on the field. They completely counter pumas, ostwinds, and stugs (by circling strafing them). They can also deal excellent damage against a panzer4, even with vet, and in multiple numbers can overwhelm unsupported Tigers/King Tigers. They are a perfect counter to a T3 strategy, but their weak armor makes them vulnerable if they are unsupported.

  6. I have tried to right click on destroyed tanks but my engineers just hide. How do I salvage the units as allied?

    You can't because only Wehrmacht Pioneers can salvage resources from vehicle wrecks.

  7. With the Allies, how does the "Medic Center" help in the game, I don't see them healing a lot there?

    The Triage center heals the health of individual soldiers, the medic center (that can be built anywhere) gives you a free riflemen squad when 6 dead soldiers are carried back to it. This is a very beneficial building to make in an area that has constant skirmishes. However, it is not very strong so you need to put it in safe territory.

  8. If I lay out mines across a bridge, do I need to worry about sending my troops/vehicles over that bridge? Will my troops/vehicles trigger my mines?

    Your troops will never trigger your own mines, the biggest danger is if something like a mortar of tank explosion goes of near the mines and you're on them, so be extra carefull when near your own mines.

  9. What does a smoke screen actually do? I can see the units through it.

    It makes units shooting into it less accurate and units in it less prone to suppression.

  10. What is the difference between the M10 and the M18?

    The M18 is a Tales of Valor bonus unit that can only be obtained through a CD Key of ToV. The M18 replaces the M10, but it does not retain the same offensive abilities. The M18 sacrifices its frontal penetration for a few perks and some slightly heavier armor. The M18 has the ability to buy a .50 Cal for seventy five munitions as well as camouflage. Currently, the M18 is undetectable while it is camouflaged, and it receives a significant attack bonus on its first ambush strike. Since they cost the same to produce, the difference between the vehicles is the M18 loses some offensive power for more defensive traits.

  11. What is the difference between the T17 and the M8?

    The M8 have identical stats and the same main cannon, but there are still a few significant differences. First off, the T17 cannot upgrade its armor through abilities, but it gets a defensive bonus at Vet 1. Until then, the T17 is as vulnerable as an unskirted M8. The M8 can get a .50 cal upgrade and deploy mines, but the T17 can only use phosphorus rounds, which stun enemy vehicles. The biggest difference between the two vehicles is the offensive capabilities. The T17 fires its cannon roughly every second which makes it great against enemy infantry, but due to its weak armor it can be killed fairly easily. The M8 fires at a slower rate, but in conjunction with the .50 cal and heavier armor the M8 is more durable and can take on heavier opponents like Pumas.

  12. What is circle strafing?

    When you move around the enemy tank so fast that the stug with a stationary turret, or King Tiger will a slow moving turret, can't keep up and they will not be able to fire against you.

  13. What exactly is flanking?

    The term flanking is simply having multiple squads attack the same target from multiple sides at the same time so it gets overwhelmed; as opposed to having all your riflemen attack from the same side which is vulnerable to being kited if your target is a vehicle making it impossible to get a sticky bomb off, or having all your riflemen suppressed without getting close enough to the machine gun to throw a grenade. The reason flanking is effective is it makes kiting by vehicle very difficult because riflemen are closing in on him from all sides and is a quick counter to a machine gun.

  14. Sometimes when I order riflemen to throw grenades they won't allow me to or the grenade totally misses, how can I avoid this?

    When throwing a grenade before a unit enters the building, the grenade can possibly miss and do hardly any damage. Remember grenades have a minimum range so you need to stand far enough away to throw them.

  15. What does the term "kiting" mean exactly?

    Kiting is using a unit's superior ranged attack to stay at maximum firing distance, leaving the target with inferior ranged attack unable to fire.

  16. Why are tank traps so seldomly used? How should I use them?

    Tank traps are seldom used because most players do not know how to properly use them. They are slow to build, and usually it is a better use of time to capture points or harass than to build tank traps. The best way to use tank traps is to protect your flanks from enemy tanks, so they are forced into your AT gun line of fire, however, usually players forget about this or are busy doing other things.

  17. If I use AP rounds on the 57mm while the shell is mid flight/being fired at the last second, does that shell get the bonuses? What are the bonuses?

    Armor Piercing Shells must be activated before the shell is fired otherwise the bonuses will not come into effect, the bonuses given when AP Shells are activated in time are an increase to both penetration and damage. Penetration increases by 400%, while damage increases by 25%.

    For example, when AP Shells are activated the AT gun damage will increase from 150 per shot to 187.5 (a standard Panzer IV has 600 HP) while penetration, against a Panzer IV, will increase from 0.755 (penetrates approx. 80% of the time) to 3.02, which guarantees penetration every hit.

    AP Shells will give 100% chance of penetration against all Axis tanks, with the exception of Hetzer's and the Jagdpanther.

  18. What are all of the uses of a Demo Charge?

    Demolition charges have multiple uses, but only engineers can plant them. They are used to clear and destroy structures. They can destroy most enemy base building and bunkers in one hit, and they can also be planted on regular buildings. The other use of a demo charge is to destroy a bridge. They can be deployed on a bridge to destroy it in one hit if needed. However, US demo charges are more restrictive than Commando demo charges, so you must plant them on some sort of building or bridge.

  19. Since riflemen gain experience from mine kills through the Infantry Company, is it a good idea to solely place mines using rifles to help them rank up faster, or is it a bad idea to neglect your engineers?

    Not necessarily. It all depends on which unit is free to place the mines. If you have an engineer that is idle, use it to place mines so you don't sacrifice a fighting unit for an easy task. However, if your rifleman squad is next to the point you want to mine, and in no immediate danger from enemy units, use it to place a few mines. Remember, engineers will plant the mines faster than rifles, so if you are in a dire situation, use engineers to mine and rifles to fight. The main point is to use an idle unit so you don't lose any fighting power.

  20. When a flank fails, how do you approach a retreat?

    First off, a flank could be considered a failure if your main flanking unit, like a flame engineer, is suppressed or killed. However, this is a highly situational ordeal, so a few options are available. If you only have one unit to clear a building like a flame engineer, do everything you can to keep it away from enemy fire. In addition, escort your engineer squad with a closely placed rifle squad to make it harder to focus fire. Make sure your decoy unit is suppressed before you flank and keep the engineer away from MG fire or infantry support. If the engineers get suppressed at a far distance from your target, retreat all of your units to minimize casualties. If you have grenades, proceed with the attack and then retreat if you don’t kill the enemy unit. If you are flanking a building that is occupied by an MG with no infantry support, you can retreat squads one by one to maximize the damage against the MG. But if there are multiple squads defending your target, retreat all of your units, unless you have a grenade to throw in which you would retreat after you throw it, and either attack a different portion of the map, or create a broader flank to spread out his forces. The main idea is to minimize casualties, so if you are easily overwhelmed, just retreat all of your units.

  21. What are the uses of each US Doctrine?

    Each US Company gives you a different benefit.

    Infantry Company is highly effective against Wehrmacht Defensive Doctrine and the Panzer Elite, as long as they don't go Scorched Earth. It's the most defensively minded of the US Companies and allows Riflemen to construct field defenses, and mines, which can give you the upper hand in facing vehicle heavy strategies such as Wehrmacht Tier 3 and the Panzer Elite in general. The downside of Infantry Company is that it lacks late-game power, Rangers are sub-par against heavy tanks and the Howitzer only has real use vs infantry based units.

    Airborne Company is far better-rounded than Infantry; it has great strength against armored units in general but lacks power against infantry, excluding the strafing run. Thankfully, though, Airborne Company can be used as a replacement for the Motor Pool, allowing a "Barracks to Tank Depot" orientated strategy to succeed as it gives protection against the Axis Tier 3's while also giving enough power to break down the Wehrmacht Defensive Tier 2, although not with the same effectiveness as Infantry Company. Airborne doesn't have any noticeable weakness, it's the all-round Company choice and provides support against everything from Volksgrenadiers to Panther tanks.

    Armor Company is, like Infantry Company, lopsided. Unlike Infantry Company, though, Armor Company has it's power in the late game, the early game benefits of Armor Company are non-existent, it's first abilities only come into play once the Motor Pool is constructed and you have to wait a considerable number of CPs longer to reach the end of either side of the tree, compared to Infantry and Airborne. However Armor Company provides a strong mid-game against the Panzer Elite, giving you fast deployed AT guns and quicker M8s. It also gives you better power to compete with Wehrmacht late-game and Tier 4 in general. The downside of Armor Company is the lack of early-game benefit, but its long-running power gives almost certain dominance over PE late-game, and almost equal footing with Wehrmacht late-game, the Calliope also allows Armor to mimic Infantry slightly, giving the Company a counter to the sturdy Tier 2 employed by Wehrmacht players when faced by this company.

    Important things to remember are that Infantry Company is the natural counter to Defensive Doctrine, while Defensive Doctrine is the natural counter to Armor Company and that Airborne Company can be highly ineffective against Infantry-based strategies.

  22. How should you react when a strategy or a plan goes wrong or gets countered?

    When a strategy goes wrong, do not panic. Recollect yourself and think logically. The worst thing to do is to get frustrated and quit. In most cases, there is room for a comeback or a simple alternative. For example, if you went for BARs in anticipation of vetted Grenadiers, and you see a quick Puma rolling out; adjust your strategy. Get Sticky grenades to provide some extra cover for your rifles, lay some mines, and tech to T3 for AT guns and possibly an M8. Getting out of these situations is not hard, you just need to adapt and keep a cool head. Analyze the situation and see how you can win.

  23. When should I get a Tank Depot (TD)?

    A Tank Depot (TD) is great in the late game. I always get one because it provides extra firepower in the latter part of the game. If I skip T3, I always have a TD up by the 12-minute mark. Otherwise, you are delaying the extra punch you need to break through defenses. In addition, the earlier you have your armor out, the more it can do. Against a T3 player, if you can get an M10/M18 get it as soon as possible. This situation occurs when you have excess fuel points. If you have 90 fuel after the supply depot and your opponent is still in T1/T2 with no veterancy, you should expect a T4 unit to appear, so this is also an optimal time to get a TD.

  24. When do I get a Medic Tent?

    You should get a medic tent when you are floating extra resources and you have at least four rifles on the field. Usually this is around the five to ten minute mark. However, there is no time that you should always get a medic tent. You can build one at any time and it will still be useful. Of course, they are not a large investment at 150 manpower, but they are weak. Therefore, you should build one in a fairly safe area, but close enough so you can return riflemen from battle. The range is about a screen and a half for a medic tent, so consider those points when placing it. However, the earlier in the game it is produced, the more you can get out of it.

  25. At which range do riflemen perform best?

    Riflemen work best in close ranges. In equal cover, riflemen will usually beat a Voksgrenadier squad up close. However, riflemen will lose to most axis units at a medium to long range. Against bikes, getting in close is the best strategy. A few rear shoots when rifles are literally surrounding it will bring it down very quickly; same with ketttenkrads and shwimmwagons. Against Infantry Half Tracks, your riflemen are best up close once again, but they need to stay in cover. However, staying at a distance is necessary for rifles when they are against SMG units like MP44 Stormtroopers or Knights Cross Holders. Of course, ranges depend on degrees of cover too. If you are at midrange, but you have the cover advantage, stay there and you should win.

    Once you get the BAR upgrade, you can win battle at midranges, but they still work better close up and/or in cover.


This post has been edited by sjceran: Jun 24 2009, 15:56 PM

Posts: 3,442

Clan: Reign of Madness

Game: Company of Heroes


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# 3sjceran May 14 2009, 22:30 PM
Specific US Strategy Questions
  1. Should I start with a Weapon Support Center (WSC) or a Barracks first?

    In a 1v1, you should always start with a Barracks. Unless you use the micro demanding 4es strategy, the WSC will not be suitable for US early game. The US faction makes its claim in the game during the early to middle game. The Americans require mobility, speed, and offensive power to get the upper hand against the Wehrmacht and PE factions. By building a Barracks, you can force your way onto the field with four riflemen squads and aggressively attack, defend, and capture territory. A WSC fortifies a position, or supports an area, but it lacks capping abilities and a solid fighting force. Plus, Wehrmacht T1 and T2 contain all of the counters to a WSC, and PE can use a Mortar HT or any other vehicle to flank any stationed WSC unit. Therefore, you should always start off with a Barracks, but that doesn’t mean you can’t get a WSC after three or four riflemen.

  2. Do I get BARs or grenades first?

    The choice between BARs and grenades is mostly a preference decision, but there are some factors that should influence one decision over another.

    BARs:
    • I would get these if your opponent is going T2 and has a few Volks squads on the field, and perhaps a sniper.
    • In this case you should use Flame Engineers in conjunction with BAR Riflemen to clear infantry from buildings.
    • By choosing early BARs, you have an advantage over early infantry, which will force them to either get Vet or go T3 for Pumas.
    • I would not get grenades against PE unless you have a surplus of resources to waste.
    • If you have a munitions heavy strategy like using artillery, then grenades will leave your munitions drained.
    • If your opponent gets early veterancy
    Grenades:
    • Is the player using a lot of buildings? If he is then grenades would be a good choice, but remember that you probably won’t be able to use flame engineers in the early game if you plan to spend munitions on grenades.
    • If the player is a blobber and lacks good micro, a grenade can deal a lot of damage.
    • If you suspect T3, choosing BARs is a bad idea.
    • The map size; on smaller maps like Angoville, grenades become more effective due to the green cover and condensed fighting zones.
    But in reality, there are many options to this question rather than just mindlessly clicking on BARs or Grenades once you have fuel. If you need quick armor, than bypassing these upgrades is a better solution. With BARs, riflemen become superior against most early Wehrmacht and PE infantry units, which allows you to make up for the fuel price by capturing territory. However, grenades give you a good chance of wiping out squads in heavy cover, but they can also be dodged. If you suspect your opponent is going for T3 or a fast Ostwind, don’t buy either upgrade and go straight for AT guns or a TD for M10’s/M18’s.

  3. What are the best/most common US build orders to use?

    The most common build order is two engineers, barracks built by the first, and capture with the second, followed by four riflemen. Then it's a quick tech to a motor pool for a fast vehicle (m8, quad or t17). A common alternative is to get a WSC after the third rifle, to deal with mgs or med bunkers. Finally, there's the traditional rifle spam with upgrades like BARs or grenades.

    The first one is the best against a T3 Wehrmacht player and against PE. The second one is better to fight the T2 med bunker player and the third one is pretty well rounded, but weak against pumas if you've got about the same amount of fuel.

  4. How do I kill a Medic bunker?

    Be sure to view this guide. Tanks and artillery, off map and on map, are the best ways to clear bunkers, but this is a late game solution. You can use a WSC to get a mortar to attack the bunker. Another common and rewarding solution is flanking with flamethrower engineers on a lightly supported medic bunker, along with rifles to draw the machine gun fire.

    However, an early heavily supported bunker with For the Fatherland and sandbags requires smoke and demo charges. The smoke allows you to run through the machine guns around or in the bunker avoiding nearly all suppression and the smoke also provides a screen making your engineers a lot tougher against being focus fired by the nearby infantry squads allowing them to get their demo charges off. Demo charges one shot all bunkers, and take only about five seconds to plant. This is great, because without the medic bunker the Wehrmacht army mostly falls apart unable to stand up to upgraded rifles backed by some flamethrower engineers. Against better players bring one engineer with minesweepers because mines will still suppress all your squads through the smoke and make it difficult to successfully take-out the bunker.


  5. How do I counter a King Tiger?

    For a King Tiger or a Jagdpanther, the best way to kill them is to cripple their movement abilities with a sticky bomb or a mine. Once they have a damaged engine, you can use all your indirect fire abilities, move your AT guns up and bring your tanks in behind for the kill. You can circle around with infantry to prevent reinforcements, and attack from the rear. The key is to attack from more than one direction. If he's attacking you though, I recommend that you don't focus on the KT, but on everything else.

    Don't throw everything you've got at the super tank until you know that you'll kill it, otherwise you're throwing resources away for nothing. This answer goes for any combination of support for the King Tiger (or normal Tiger for that matter) It is absolutely essential for the American player to gain early advantages so that you can properly prepare for these end-game tanks beforehand. You should start preparing for the King Tiger after around 25 minutes into the game and be sure to place many mines while you have time.

  6. How do I counter Pumas short of mines?

    Rangers are currently the most effective, and safest, infantry-based counter to Pumas, M10's, M18's and M8's can all also counter the Puma well, but with the time Pumas arrive on the field, Rangers are the best counter. Their heavier armor stops the Puma from wiping them out in seconds and their Bazooka's have far better accuracy and damage against Pumas than the Paratrooper's Recoilless Rifles.

  7. How, when, and why do I use a sniper?

    Snipers are beneficial against squads with a small number of soldiers in them. For example, Grenadiers, Panzer Grenadiers, and Pioneers. They are effective because one shot can reduce a units firepower by a large percentage of their total firepower. Snipers are also great at countering veterancy, because veterancy doesn't give you any extra defense against snipers because they kill in one hit regardless.

    Therefore, Snipers are best used to counter defensive Wehrmacht players who use vetted grenadiers. Snipers have the added benefit of causing casualties which cannot be used by a Medic Bunker. Against a Panzer Elite player who is using heavy infantry, two snipers can wreak havoc because each time they both shoot, one full squad is forced to retreat (unless he has larger squad sizes).

    In summary, you want to use Snipers when your opponent is fielding lots of strong, expensive infantry. They are less effective against 5 and 6 man squads because you are reducing the unit's power by a smaller amount each shot. Also note that Knights Cross Holders count as 6 man squads because each KCH takes 2 shots to kill. You can take a look at this Sniper Guide for further details and uses. *Use this CoH-Stats page for details about veteran bonuses and unit stats.

  8. How do you choose between a quick M8 or riflemen upgrades.

    A Quick M8 is widely considered the "safer" option, this is because riflemen upgrades are almost exclusively anti-infantry, and this makes any player who invests in early rifle upgrades extremely vulnerable to both Wehrmacht and Panzer Elite Tier 3. The Quick M8, though, is a hard counter to Panzer Elite, in general, and Wehrmacht Tier 3.

    If you, the player, against the Wehrmacht, have dominated the early game, denying your opponent fuel and giving yourself a steady income, then it is a good idea to purchase rifleman upgrades in order to press the advantage you have. However if you do not dominate the early game resources then investing in rifleman upgrades can leave you wide open to a counter-attack from Wehrmacht Tier 3, ending your game right there.

    Against the Panzer Elite it is always a good idea to go for the Quick M8; the Panzer Elite weakness is the M8's strength. If you spend your hard-earned fuel on rifleman upgrades then the Panzer Elite player can quickly adjust and over-run you with Armored Cars or Infantry Halftracks.

  9. How do you beat spammed veteran Pioneers with flamethrower upgrades?

    Most Wehrmacht Vet 2 infantry are given elite armor, this has an increased vulnerability to flames and therefore makes flamethrower engineers a soft-counter to flamethrower pioneers. A better counter is a sniper, as pioneers are only 2-man squads they are often forced to retreat after 1 casualty, 2 snipers is the best counter to flame pioneers, as you can kill off an entire squad in a split second, causing your opponent to lose 120 manpower and 50 munitions.

    Naturally all vehicles are also counters, the Quad Halftrack in particular.


  10. How do you deal with a FHQ and a medic bunker followed by T2 unit near your cut off point on a map like Angoville?

    I find the best way to deal with FHQ in general is a quick tech to BARs with flamers. You must attack as soon as you get these, while your edge is still fresh. Kill the medics and avoid going into a meat grinder situation. If you can't overwhelm, don't attack. You can distract at least one volks squad if you cap his high fuel with some engineers (not the flamer one though). Don't let him cut you off, it's better to stalemate the fight while you get BARs and the flamer than to engage him. Keep your rifles by the hedgerow and in green cover so that when he comes to cut you off, you have the clear advantage.

    If he gets an FHQ on Semois, it's an easy problem to solve. All you need to do is send some rifles to cap his fuel, basically giving him an ultimatum: get his fuel back with volks and risk having his FHQ overrun, or give you both medium fuels, but hold out on his FHQ. If he tries the fuel, attack; if not just get BARs, vehicles, anything you want really because you have all the fuel.

    The FHQ is one of the rare situations where blobbing as Americans against Wehrmacht is an advantage. It's harder for him to pick out your flamer; you don't need to fear getting suppressed and your rifles can easily focus fire on volks squads to almost instantly cut them down.

    Some people have experimented with mortars and have been successful, strategically speaking it's a sound idea, but it can be hard to play against. You can be easily overrun, because while you're getting a WSC and a mortar up, he's just building more volks or a med bunker and putting the pressure on your rifles. They'll be hard pressed to prevent the cutoff.


This post has been edited by kllthdyrctr: Nov 23 2009, 23:01 PM

Posts: 3,442

Clan: Reign of Madness

Game: Company of Heroes


+
# 4sjceran May 14 2009, 22:30 PM
Patch Specific Questions: 2.600
    Patch Specific Questions: 2.502
    1. How should I deal with IHT Suppression and the implications in baserushes?

      Please look at this guide created by Calneon for further information. Base Rush Counter


    This post has been edited by sjceran: Jul 30 2009, 12:29 PM

    Posts: 3,442

    Clan: Reign of Madness

    Game: Company of Heroes


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