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Sjceran's Importunate Strategy (SIS)

By warhawks - 29th June 2009 - 12:08 PM

GR's SSM sjceran brings you his Importunate Strategy (SIS) for playing American's in 1v1. The focus of this strategy is to overwhelm your opponent through intense flanking and an aggressive denial of resources. This strategy's design allows US players to permeate Wehrmacht defenses and make every Axis player wish they were playing the Brits instead.

Sjceran's Importunate Strategy (SIS)

Part 1: Build Order Start



Important!
The build order is very simple, but it is imperative that it is strictly followed. Floating resources will hamper any early advantage that this strategy delivers, so be sure to take notice of your resources. Get BAR's as soon as you hit 60 fuel.


When the game starts, immediately build a barracks with your engineers. Press the hot keys 'V', followed by 'B', once you have selected your engineer squad to build a barracks instantaneously. While the engineers are building the barracks, use the tactical map and hold 'shift' to queue a capping order. Follow the capping orders provided in this guide.

Your rifle build order is not complicated, but it is the meat and potatoes of this strategy. You should be able to queue your second rifle squad before your first one is built due to the one engineer start. Thus, you will have two rifles on the field before your opponent has an equivalent force, but we will dwell on this scenario later.


Initial Build Order

So, this is what you should start with:
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This build order is what makes up the strategy. Press F2 and then R to build Riflemen without having to click on the building. It will save you some time, which can be directed towards other things.


Let's analyze this build order for a minute. The first three rifles are crucial to getting an early advantage. Don't lose too much manpower early on, or it will ruin the early advantage you will get from this. That means one must think about their engagements before they decide to act. We will expand upon this a little later in the guide.

This strategy is about shutting down your opponent, annihilating their units and resources. After the fourth rifles squad, you should have enough fuel for Bars. Bars will really give your rifles the superiority they desperately deserved. After several patches of being ravaged, let the riflemen get some revenge on Jerry. Immediately after the rifle upgrade, build your fifth and final squad. Now, with five riflemen on the field, you should have a significant field and capping advantage. Use your barred riflemen aggressively, but make sure you flank!

You have the decision to make your fifth rifle squad an offensive or defensive unit. I tend to use my final rifle squad to protect key points, while my other four squads bombard enemy lines. After the fifth squad, you should have accumulated enough experience for one Command Point.


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Make sure you pick the correct doctrine and the correct side. RHS Infantry is a defining factor in this strategy

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Riflemen become Veterans when units get killed from the mines they planted, so place them everywhere!


Select Infantry Doctrine and pick the right hand side route for Defensive Operations. This will make your riflemen the ultimate attackers and defenders. Spam, and I mean spam, mines all over the playing field. Use them around key points and heavily traversed areas. Just like the 4es strategy, mines will protect your riflemen from Pumas and blobs of Wehrmacht infantry. If you see Pioneers with minesweepers, focus your fire on them (usually done by your fifth defending rifle squad). Overall, these babies will really help you out in the end.



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