Some additional knowledge from my side: - The ambulance can reinforce and heal even if they are crewed by non-medics. If you need your ambulance at the front, you can replace the medics with REs and keep the medics in your base where you can reinforce squads anyway, and send the RE's ambulance to the frontline for reinforcements and healing. This way you also always have REs at hand to repair the ambulance if it gets damaged. - If you put two bazookas and even the mine sweeper on your Rear Echolons, don't use their Volley Fire ability. The suppression depends on the effectiveness of their attacks (REs with 2 BARs will suppress much faster than standard REs, it also takes longer the further away you are from the enemy), and with only a single rifle left they will not suppress anyone. - Something very important about the Anti-Tank mine of the M20 is that it is the only non-doctrine mine in the game that *fully destroys* the transmission of a vehicle, meaning the vehicle can't move anymore. Even super heavy tanks will suffer this critical hit. It's almost impossible to recover that vehicle if you have mortars or howitzers ready to bombard the location, since you will prevent infantry from repairing it and slowly whittle the vehicle down. - The Stuart's Shell Shock ability also increases fire rate, which makes it stronger against infantry as well. - Pack Howitzers on Vet 2 will use HEAT shells for all automatic attacks, not just for the HEAT barrage. - One of the key advantages of Shermans is that they are quite accurate when firing on the move. Tanks like the Pz. IV that are generally "stronger" suffer from bad accuracy while moving.
a neat trick to pull off with the Captain's supervise ability is to produce so many extra tanks that they can exceed the population cap. Only works if you have some tanks /vehicles already and plenty of manpower and fuel to spare. tell the vehicle crew to bail out of the tanks (park them somewhere safe),. The population count will come down significantly, enabling you to create more tanks. Use the Supervise ability on the base building that produce tanks, let the tanks roll into the battlefield, then recrew the tanks you abandoned previously. I've seen Skippy and friends pull off this trick and the result was 20-something Shermans bearing down the Germans :D However it didn't end well as Shermans are so fragile and easily destroyed
You earned my sub after I watched this 51 minute video. I wanted to see how much You knew that I did not. You taught me two new things and I have over 4,200 hours of COH2
If I'm not mistaken, he is near 6000 hours, including different tournaments. According to RUclips information some old videos of CoH2 by Hans are 7 years ago.
This video is really Helping Hans. USF is a great faction and I try but cant play. Im 3 times better player when I play Soviets, USF is really a skill faction and I can solve the problems in any given game using soviet so much easier!
Rear echelons as well as royal enginners do not get increased repair speed when upgraded with the sweeper. This is why repairing pershing takes so long with non vetted re.
-Sherman does not have to be stationary while launching the smoke screen -And pack howy and Scott can fire immediately if you make a special barrage after a regular automatic barrage which is great if you attack ground, then put special shell in. So that you have two shells going to the specific location potentially wipe a unit
Something I tested out, (Because I distinctly remember arming my squads with Double 1919s), Your squads are able to pick up one 1919 from the rack and if they find another (Most likely dropped from one of your squads or an ally) they are able to pick it up and use Double 1919s. Note: A little quirk I discovered, let's say a RE finds and picks up a 1919 from the middle of the field, if they do they won't be able to pick a 1919 from a weapon rack so I'm guessing not being able to get double 1919s from racks was some sort of nerf
The Sherman has to be stationary for a split second to START the barrage, not to finish it. Meaning if you move forward and you run into an AT gun, you can fire smoke at it while continuing your move.
On the AA Halftrack: I did a bunch of testing (2020 winter patch), and the AA HT loses every time against a Panzer 2 or a Puma from the front. However, it can kill both from the rear (in the case of the Puma, only as long as the Puma isn't shooting at the HT - the Puma gun is just so much better). You don't have to reverse the AAHT into combat. The gun angle reaches very far to the front, so doing a kind of drive-by maneuver (presenting the side rather than the back) works fine. Drive forward toward the enemy, then slew sideways at the last moment and the gun will open up. There seem to be less rear-armour hits against the HT this way. Flanking maneuvers also work better when you approach the target driving forward, then slightly veering away so the gun will open fire. The Stuart is way better against a Panzer 2 and 50/50 against a Puma, but it requires Lieutenant and 20 more fuel. The downside of the Lieutenant for most players being the lack of an AT gun. A bazooka or two ideally complement the AAHT, but obviously that requires weapon racks when you're skipping Lieutenant. Funnily enough, a .50 cal on AP rounds can kill a Puma - just like in COH1.
Which makes sense. Pumas have very thin armor, about 15mm on the hull sides and effective armor of 30mm on the front plates and turret face. The only part of the puma that has any real armor is the gun mantle. A .50 M2 can actually punch through the side armor into the engine compartment of an Panzer IV, so it makes sense that puma would get fucked by the .50
The captain supervise is awesome when like u are building a tank and ur captain is hit and retreat. Whike he is reinforcing let him supervise and get ur support quick
you could also replace medic in the ambulance with a rear echelon squad since medic uses less pop cap than a rear echelon then send the medic over to your soviet team mate base.
Incredible video, I'm trying desperately to learn this game as my friends play it a lot so you've been very helpful in getting me up to speed. I can't find Part 2 though?
Rangers actually have 3 weapon slots, with their Thompson upgrade taking up two slots for 4 Thompsons. You can actually take 3 BARS, 3 Zooks, or the Thompsons and 1 BAR. The 3 BARs is 180 munitions though, which is probably not worth it.
Just double tested this and I'll clarify the point. The Sherman to initial the first smoke barrage must first be stationary and then afterwards it can move and keep firing the rest of the smoke canisters.
23:28 you could also put rangers with thompsons in a light vehicle such as a utility car and the enemy will think nothing is in there cept for vehicle crews which kind of do little to no damage, so then the enemy will try and get close to it and snare or get close with bazookas, but then you pop out the rangers and that enemy squad is either dead or lost a whole lot of models!
Rear echelons in a fighting positiin covereing a key strategic point on the map tend to dictate how the fights in that area go. I also add an at cannon later once the vehicles start rolling in
Thanks for these videos mate. Despite being years behind, I’ve been getting into the game mostly off the back of your content. More Soviet 1 vs 1 wouldn’t go amiss 😉
I've always been told to put the 'zooks on RE instead of Rifleman, but no one's ever told me the thinking behind that. Personally, I run Rifleman with 'zooks and they've never seemed subpar to me.
USF are at an extreme disadvantage not having anti personal mines plus the fact that Germans have access to mgs right out of the gate plus american mgs and fighting positions have such a narrow arch of fire.
USF .50 cal has very quick reposition times. This allows it to respond to threats very quickly. The mg-42 and mg-34 both have very slow reposition times. Use this to your advantage and pull of a flank or avoid the machine gun and attack where your opponent is weak. A mortar can also be helpful as smoke is very disruptive for mgs.
@@farmermike9262 USF gets free squads by teching and superior moving accuracy on their vehicles. Riflemen are able to bully Grenadiers and Volksgrenadiers. Each faction has their own advantages and disadvantages.
We used to play CoH2 a fair amount of time, but friends and all stopped because the game is so stressful to play. Awesome scenario, great gameplay, but you cant enjoy it, it is constant action this action that here there and all over the place. It just becomes about who clicks where the fastest. What a dumb concept. We all stopped because of that. If it was just A BIT slower, more realistic about squads and how they would need to push together - not having single suqads run around the map all the time. But I guess it wouldnt have a hard core community then. Tho, it all doesnt make much sense on that battlefield. but it is not a simulation or realistic gameplay.
To be fair I’m a StarCraft 2 player. So this game is fairly slow for your complaint.😂 and no, strategy games do rely on strategy, but actions per minute do matter. Yet you have be effective with it. All games have their pros n cons
New to CoH2, but I really like how clearly the fog of war in your video. Which settings do you use or is there a mod for it? Because my default settings does not darken completely the fog of war making me misjudge multiple times of whether or not there are enemies there or it's just because of the fog.
Probably late to this but you can see that he is using the Cheat Commands Mod for demonstration in the video which is why his FOW looks different, although I'm not sure why yours isn't dark in default mode, however if u are unsure if an enemy showed on ur FOW just press Space and ghe camera will automatically take you to the most recent enemy contact on your map
Hey @HelpingHans, great video. You said Stuart is the worst light tank (compared to Panzer II and T70), but not mentioned British Valentine, is it any good? Is it a waste of fuel with AEC available without specific commander? Thanks.
Idk why he said the Stuart isn't good. It can stop a Puma in its tracks when microed well and is possibly the only light tank that scales well into the late game with it's abilities
Hans, can you explain why top 1v1 players seem to skip the Captain, and how AT works in that case? Doesn't it mean that a Panzer IV will catch you with your pants down? Team players seem to always go Captain. I look forward to the USF build order video!
I realy enjoy this video series. Keep it up James. Will you do a strategy guide aswell (using comanders and buildorders)? I know you did it already but maybe a updated and advanced one. But as i self help my friends a lot with the game i knoe how much this is to ask for.
Excellent tutorial! Why upgrading munition or fuel caches for me isn't working?, like I already captured a point but still unable to place it to the point. I'm using US Forces btw
I tried doing the vehicle crew swap to give fresh M10 TD veterency... didn't work. Veterency doesn't apply for some reason. Anyone got some tips in this regard?
im a big fan of USF in coh2. im also got some ideas with my combat strategy Like Lt.with 2 Re squads (1 is equiped with 2 bazookas as a bazooka team) Capt.with 3 rilfeman squads(1 is bazooka squad) as you know if the rifle got promoted they got AT rifle grenade can damaged enemy vihicle engine. Also very affective to kill tanks. Re and Lt(lt got grenade and thompson) can be a good close quarter combine squad. And rifle got Lt(fallow me ability and smoke grenade(R.I.P for USF rifleman m23 smoke grenade)) What you guys think?
Does no one want to point out how cute it is to see, what seems to be a British medic carrying a wounded German infantryman? I dare say Jesus would be proud :3!
Hello hans! Is there a way I could send you a replay? Maybe you could give a talk through and some suggestions. You could upload it as well..I did 80k damage on my game as the Brits. Was a fun game
@@HelpingHans thank you for replying! I would like to send you this replay...I think you would get a chuckle out of it :D is there a way to send it to you? Perhaps email? or maybe I could upload it to your discord? If you have one?
The Stuart light tank is bad vs infantry but if they have no at it'll still chew through them. If you're in a teamgame and lose, this can easily break the axis line and get you back in. Also not mentioned is that it will beat anything under a P4 except a puma/ostwind/stuff which will be an even fight and come down to skill and creating an exploit able situation, like most units in coh. Stuart if you go light vehicle in a teamgame, skip M20. M20 is better for smaller scale, due to its fragile chassis and the tech structure of usf really screwing them in teamgames. The Scott / howi motor carriage can barrage and move while still shooting the barrage. Almost useless but deserves a mention. Looking forwards to next one hans, been with you since coh1 where I spammed rangers on vire River valley all day! Shame foxhole turned to shit eh
Thank god its not a stream VOD, I was going insane with all follow and sub notifications with a sound that was louder than the streamer. It was obnoxious.
Hans, wouldn't it be better to give the Rifles the Zooks and the Rear Echelons the BARS since the RE's have the volley fire ability and the Zooks operate like the standard Rifleman's rifle?
No because REs are much more fragile then rifles. Also since they are a 4 man squad they are more likely to drop a weapon then rifles are. REs volley fire ability is hard to pull off if the squad gets focused down by multiple axis squads. They will die before it works.
@@olivernathan3924 What I meant was zooks have a slow rate of fire, similar range, etc. They operate similar to how the rifleman's rifle acts except they are anti-tank vs anti-infantry.
@@HelpingHans Do the RE's benefit at all from having a BAR for their Volley fire ability? Or it will work the same even if they are just using their normal rifles?
Some additional knowledge from my side:
- The ambulance can reinforce and heal even if they are crewed by non-medics. If you need your ambulance at the front, you can replace the medics with REs and keep the medics in your base where you can reinforce squads anyway, and send the RE's ambulance to the frontline for reinforcements and healing. This way you also always have REs at hand to repair the ambulance if it gets damaged.
- If you put two bazookas and even the mine sweeper on your Rear Echolons, don't use their Volley Fire ability. The suppression depends on the effectiveness of their attacks (REs with 2 BARs will suppress much faster than standard REs, it also takes longer the further away you are from the enemy), and with only a single rifle left they will not suppress anyone.
- Something very important about the Anti-Tank mine of the M20 is that it is the only non-doctrine mine in the game that *fully destroys* the transmission of a vehicle, meaning the vehicle can't move anymore. Even super heavy tanks will suffer this critical hit. It's almost impossible to recover that vehicle if you have mortars or howitzers ready to bombard the location, since you will prevent infantry from repairing it and slowly whittle the vehicle down.
- The Stuart's Shell Shock ability also increases fire rate, which makes it stronger against infantry as well.
- Pack Howitzers on Vet 2 will use HEAT shells for all automatic attacks, not just for the HEAT barrage.
- One of the key advantages of Shermans is that they are quite accurate when firing on the move. Tanks like the Pz. IV that are generally "stronger" suffer from bad accuracy while moving.
Teller mine from halftrack? 🤔
@@tadeas_janout doctrinal to a commander. He's saying the m20 doesnt need a commander for its mine
Wow. I actually learned somthing new even with 1,500 hours playing the game. Thanks. I will definitely try a few of these things and keep them in mind
a neat trick to pull off with the Captain's supervise ability is to produce so many extra tanks that they can exceed the population cap. Only works if you have some tanks /vehicles already and plenty of manpower and fuel to spare.
tell the vehicle crew to bail out of the tanks (park them somewhere safe),. The population count will come down significantly, enabling you to create more tanks. Use the Supervise ability on the base building that produce tanks, let the tanks roll into the battlefield, then recrew the tanks you abandoned previously.
I've seen Skippy and friends pull off this trick and the result was 20-something Shermans bearing down the Germans :D
However it didn't end well as Shermans are so fragile and easily destroyed
you honestly made this game so much more enjoyable for me. thanks for the tips
Hans: Part 2 coming soon!
well that was a lie
Just for the record some of us are still waiting
You earned my sub after I watched this 51 minute video. I wanted to see how much You knew that I did not. You taught me two new things and I have over 4,200 hours of COH2
If I'm not mistaken, he is near 6000 hours, including different tournaments.
According to RUclips information some old videos of CoH2 by Hans are 7 years ago.
You guys need to get a fucking job
This video is really Helping Hans. USF is a great faction and I try but cant play. Im 3 times better player when I play Soviets, USF is really a skill faction and I can solve the problems in any given game using soviet so much easier!
Rear echelons as well as royal enginners do not get increased repair speed when upgraded with the sweeper. This is why repairing pershing takes so long with non vetted re.
-Sherman does not have to be stationary while launching the smoke screen
-And pack howy and Scott can fire immediately if you make a special barrage after a regular automatic barrage which is great if you attack ground, then put special shell in. So that you have two shells going to the specific location potentially wipe a unit
Yea the smoke u just use it the tank will stop but if u force it to move it wont cancel
@@Recker1125 you generally push when you smoke and you constantly rightclicking so
@@Corgi_Leonidas OKW dont get smokes man. And smoke pots are too expensive early game. And iam good at flanking positions. Just these tommies too good
@@Recker1125 we are talking about muricans ? Are you high ?
@@Corgi_Leonidas oh sry bec i had another comment on the vid asking for tips as OKW against UKF. Go see it. I thought u were replying to it. Sry lol
Something I tested out, (Because I distinctly remember arming my squads with Double 1919s), Your squads are able to pick up one 1919 from the rack and if they find another (Most likely dropped from one of your squads or an ally) they are able to pick it up and use Double 1919s. Note: A little quirk I discovered, let's say a RE finds and picks up a 1919 from the middle of the field, if they do they won't be able to pick a 1919 from a weapon rack so I'm guessing not being able to get double 1919s from racks was some sort of nerf
The Sherman has to be stationary for a split second to START the barrage, not to finish it. Meaning if you move forward and you run into an AT gun, you can fire smoke at it while continuing your move.
On the AA Halftrack: I did a bunch of testing (2020 winter patch), and the AA HT loses every time against a Panzer 2 or a Puma from the front. However, it can kill both from the rear (in the case of the Puma, only as long as the Puma isn't shooting at the HT - the Puma gun is just so much better).
You don't have to reverse the AAHT into combat. The gun angle reaches very far to the front, so doing a kind of drive-by maneuver (presenting the side rather than the back) works fine. Drive forward toward the enemy, then slew sideways at the last moment and the gun will open up. There seem to be less rear-armour hits against the HT this way.
Flanking maneuvers also work better when you approach the target driving forward, then slightly veering away so the gun will open fire.
The Stuart is way better against a Panzer 2 and 50/50 against a Puma, but it requires Lieutenant and 20 more fuel. The downside of the Lieutenant for most players being the lack of an AT gun.
A bazooka or two ideally complement the AAHT, but obviously that requires weapon racks when you're skipping Lieutenant.
Funnily enough, a .50 cal on AP rounds can kill a Puma - just like in COH1.
Which makes sense. Pumas have very thin armor, about 15mm on the hull sides and effective armor of 30mm on the front plates and turret face. The only part of the puma that has any real armor is the gun mantle. A .50 M2 can actually punch through the side armor into the engine compartment of an Panzer IV, so it makes sense that puma would get fucked by the .50
really usefull video, thx for this ;)
Awesome, can’t wait for part 2!
Still waiting 💀
very nice overview, I like how you show everything in action how it functions
Thanks for the information!
When part 2? Really interested in those build orders
This! Still waiting! :P
@@BryanWilkie Still Waiting!!
still waiting :(
The captain supervise is awesome when like u are building a tank and ur captain is hit and retreat. Whike he is reinforcing let him supervise and get ur support quick
you could also replace medic in the ambulance with a rear echelon squad since medic uses less pop cap than a rear echelon then send the medic over to your soviet team mate base.
Zanduel you could but it would be a waste and a hassle imo. You’d constantly be having to micro manage the medics so they don’t run off.
Nice information, Hans
i found it to be very... helping
Incredible video, I'm trying desperately to learn this game as my friends play it a lot so you've been very helpful in getting me up to speed. I can't find Part 2 though?
Do you still play?
@@shgds i do man and i need some guys to play with dm if your intrested
@@jacobnovak5763 No.
@@shgds :(
@@jacobnovak5763 I can play with you, I'm active on coh2
Excellent tutorial. Thank you. It's my favorite faction and learned some new tips here!
21:51 Axis players be "Stuart OP" KT can't even damage
its more armored than the t70 and luchs so it makes sense
@@go4it776 stuart is less armoured than the T-70,heck Pz4 is less armoured than T-70 irl
@@Aes880 wow this was years ago 😃 Idk today but the stuart has more armor than the other lights for "balancing" purposes at the time
Rangers actually have 3 weapon slots, with their Thompson upgrade taking up two slots for 4 Thompsons. You can actually take 3 BARS, 3 Zooks, or the Thompsons and 1 BAR. The 3 BARs is 180 munitions though, which is probably not worth it.
The Sherman doesnt need to be stationary to use the smoke screen
Yeah as long as it doesn't get out range where you selected to deploy the smoke it will keep firing until the ability ends
Just double tested this and I'll clarify the point. The Sherman to initial the first smoke barrage must first be stationary and then afterwards it can move and keep firing the rest of the smoke canisters.
Helping Hans Yeah Cromwell use smoke shell ability must stop for a while to
Where's part 2? We're waiting for it!
23:28 you could also put rangers with thompsons in a light vehicle such as a utility car and the enemy will think nothing is in there cept for vehicle crews which kind of do little to no damage, so then the enemy will try and get close to it and snare or get close with bazookas, but then you pop out the rangers and that enemy squad is either dead or lost a whole lot of models!
The infamous Major Ambulance 😂😂😂
Part 2 still a possibility a year on? Awesome video good Sir!
no sniper was harmed in this video KEKW
You look more and more like a neat Simon Pegg, mate... :D
In the halftrack battle against the Panzer II, disembark de veterancy 2 crew for maximum WIN. It's amazing!
So much better than greyshots video, thanks for the content!
Hoping for the next part 2 video hehehe
Rear echelons in a fighting positiin covereing a key strategic point on the map tend to dictate how the fights in that area go. I also add an at cannon later once the vehicles start rolling in
How do you mean? re squads have garbo damage
@@8acun they use rifle grenades when in fighting positions
Thanks for the Video! Just got back to coh2, are you planning on doing the other factions aswell? If so I´m really looking forward to the OKW one ^^
Thanks for these videos mate. Despite being years behind, I’ve been getting into the game mostly off the back of your content. More Soviet 1 vs 1 wouldn’t go amiss 😉
glad you like the content!
This man has the hands of Billy Mays
I've always been told to put the 'zooks on RE instead of Rifleman, but no one's ever told me the thinking behind that. Personally, I run Rifleman with 'zooks and they've never seemed subpar to me.
Thank you, Hans. Very good video👍
Really really helpful video thank you!
Take a deep breath Hans, you sound really tense for getting your information out there. It's okay to relax, and makes the video easier to watch too!
USF are at an extreme disadvantage not having anti personal mines plus the fact that Germans have access to mgs right out of the gate plus american mgs and fighting positions have such a narrow arch of fire.
oh and the germans granade bundles are way more deadly
USF .50 cal has very quick reposition times. This allows it to respond to threats very quickly. The mg-42 and mg-34 both have very slow reposition times. Use this to your advantage and pull of a flank or avoid the machine gun and attack where your opponent is weak. A mortar can also be helpful as smoke is very disruptive for mgs.
@@farmermike9262 USF gets free squads by teching and superior moving accuracy on their vehicles. Riflemen are able to bully Grenadiers and Volksgrenadiers. Each faction has their own advantages and disadvantages.
I realized you were the real HelpingHans in the game I lost 30 mins ago because you didn't fell for my fake PF arty hahahahahaha
Make part 2! we neeeeed it.
We need the second part :O
We used to play CoH2 a fair amount of time, but friends and all stopped because the game is so stressful to play. Awesome scenario, great gameplay, but you cant enjoy it, it is constant action this action that here there and all over the place. It just becomes about who clicks where the fastest. What a dumb concept. We all stopped because of that. If it was just A BIT slower, more realistic about squads and how they would need to push together - not having single suqads run around the map all the time. But I guess it wouldnt have a hard core community then. Tho, it all doesnt make much sense on that battlefield. but it is not a simulation or realistic gameplay.
I cant really think of an rts that doesn't involve APM being one of the larger deciding factors in a match.
For fast players its enjoyable but yeah for slow players it can be a hell
To be fair I’m a StarCraft 2 player. So this game is fairly slow for your complaint.😂 and no, strategy games do rely on strategy, but actions per minute do matter. Yet you have be effective with it. All games have their pros n cons
@HelpingHans Remove Cooldowns available within options.
Try Angling the USF half track on the edge of fire ark against panzer 2. no rear armor.
New to CoH2, but I really like how clearly the fog of war in your video. Which settings do you use or is there a mod for it?
Because my default settings does not darken completely the fog of war making me misjudge multiple times of whether or not there are enemies there or it's just because of the fog.
Probably late to this but you can see that he is using the Cheat Commands Mod for demonstration in the video which is why his FOW looks different, although I'm not sure why yours isn't dark in default mode, however if u are unsure if an enemy showed on ur FOW just press Space and ghe camera will automatically take you to the most recent enemy contact on your map
Awesome! My request is granted!
Thnx for the bootcamp again
Hey @HelpingHans, great video. You said Stuart is the worst light tank (compared to Panzer II and T70), but not mentioned British Valentine, is it any good? Is it a waste of fuel with AEC available without specific commander? Thanks.
Idk why he said the Stuart isn't good. It can stop a Puma in its tracks when microed well and is possibly the only light tank that scales well into the late game with it's abilities
Valentine is actually pretty good now and I'd rate it over the AEC and Stuart.
amazing tips thanks ❤❤
Thanks Hans! Really Usefull.
Nice Video. I have been interested in a good guide since a long time. Can you do guide videos for all factions?
Skyfire thats the plan
Hans, can you explain why top 1v1 players seem to skip the Captain, and how AT works in that case? Doesn't it mean that a Panzer IV will catch you with your pants down? Team players seem to always go Captain. I look forward to the USF build order video!
37:42 so we’re really just not going to mention the ragdoll of the gunner?
Just a reminder, The first time you get the major in a game it cost 120 fuel aswell
CoH2 best rts game
needed this, ty, but where is part 2 that shows strategy?
Awesome video!!! Is second part out?
I see this is a part 1, is there a part 2 as it's not in the playlist?
Ty for tutorial, good job
thx for helping, hans!
I think I seen somewhere, but what is your best recomended commanders for USF for multiplayer and vs AI games
I realy enjoy this video series. Keep it up James. Will you do a strategy guide aswell (using comanders and buildorders)? I know you did it already but maybe a updated and advanced one. But as i self help my friends a lot with the game i knoe how much this is to ask for.
Yeah I’ll try to :).
@@HelpingHans Hans Helllllllp! Wheres part 2?
@@farmermike9262 there isn’t one 😅. Don’t worry though I’ll promise to do complete ones for coh3 hehe
Ostheer 💪😤
Supervise would have been so much more practical if it was on the Major.
Of course...then I would also fast rush a Sherman every game.
Amazing vid. OKW soon?
Excellent tutorial! Why upgrading munition or fuel caches for me isn't working?, like I already captured a point but still unable to place it to the point. I'm using US Forces btw
I tried doing the vehicle crew swap to give fresh M10 TD veterency... didn't work. Veterency doesn't apply for some reason. Anyone got some tips in this regard?
Thanks a lot for your effort.
Dumb question, does "only attack vehicles" also count for At Guns or won't the tank fire back to an AT attack?
im a big fan of USF in coh2. im also got some ideas with my combat strategy
Like Lt.with 2 Re squads (1 is equiped with 2 bazookas as a bazooka team)
Capt.with 3 rilfeman squads(1 is bazooka squad) as you know if the rifle got promoted they got AT rifle grenade can damaged enemy vihicle engine. Also very affective to kill tanks.
Re and Lt(lt got grenade and thompson) can be a good close quarter combine squad. And rifle got Lt(fallow me ability and smoke grenade(R.I.P for USF rifleman m23 smoke grenade))
What you guys think?
thx very good video
part 2 out yet?
How to get a graphics like this. my game is so dark . I can't see the player like coh1
Im just starting the Game can you tell me where is the SS in this game .
Great job hans , when u will make okw one 😍?
Does no one want to point out how cute it is to see, what seems to be a British medic carrying a wounded German infantryman?
I dare say Jesus would be proud :3!
Hello hans! Is there a way I could send you a replay? Maybe you could give a talk through and some suggestions. You could upload it as well..I did 80k damage on my game as the Brits. Was a fun game
Brisket_OG I do personal tutoring for £10 per hour if you are interested?
@@HelpingHans thank you for replying! I would like to send you this replay...I think you would get a chuckle out of it :D is there a way to send it to you? Perhaps email? or maybe I could upload it to your discord? If you have one?
Brisket_OG Upload it ti CoH2.org if the replay gets traction if there I’ll consider casting it.
@@HelpingHans thank you hans! I just uploaded it! I hope you can see it.
How do you get into a match by yourself like that? Like without any opponent? I wanna learn that game but I get curbed stomped within mins
good job
Helpinghans actualy helping a hans :p
Is there a part 2 coming?
No part two?
Part 2 when?
Does vehicle/crew veterancy still work that way? Seems like my vehicle crews have been different veterancy than my vehicles are. Maybe a patch change?
Can u do new US tutorial bcs units changed and smtng about generals? How to choose them or smtng 🥺🥺
where is the second video please
OKW soon ? or you have already done a How to play for the okw
Georgi Palov Yeah thats coming.
love when he gets french all of a sudden, CACHEES "."
The Stuart light tank is bad vs infantry but if they have no at it'll still chew through them. If you're in a teamgame and lose, this can easily break the axis line and get you back in. Also not mentioned is that it will beat anything under a P4 except a puma/ostwind/stuff which will be an even fight and come down to skill and creating an exploit able situation, like most units in coh. Stuart if you go light vehicle in a teamgame, skip M20. M20 is better for smaller scale, due to its fragile chassis and the tech structure of usf really screwing them in teamgames.
The Scott / howi motor carriage can barrage and move while still shooting the barrage. Almost useless but deserves a mention.
Looking forwards to next one hans, been with you since coh1 where I spammed rangers on vire River valley all day! Shame foxhole turned to shit eh
All sweeper upgrades boost repair speed? For real?
When are you doing OKW?
hey what is the map you are playing on?
50:50 there never was a second video:(
Where in game can you see what pop cap a unit will take?
best commanders for this faction in 2023?
Thank god its not a stream VOD, I was going insane with all follow and sub notifications with a sound that was louder than the streamer. It was obnoxious.
Do you have plans on making the part 2?
😭😭😭rivers of tears
Hans, wouldn't it be better to give the Rifles the Zooks and the Rear Echelons the BARS since the RE's have the volley fire ability and the Zooks operate like the standard Rifleman's rifle?
No because REs are much more fragile then rifles. Also since they are a 4 man squad they are more likely to drop a weapon then rifles are. REs volley fire ability is hard to pull off if the squad gets focused down by multiple axis squads. They will die before it works.
Zooks don't operate like the standard Rifleman's rifle. It reduces their anti-infantry significantly.
@@olivernathan3924 What I meant was zooks have a slow rate of fire, similar range, etc. They operate similar to how the rifleman's rifle acts except they are anti-tank vs anti-infantry.
@@HelpingHans Do the RE's benefit at all from having a BAR for their Volley fire ability? Or it will work the same even if they are just using their normal rifles?
Hey, what mod are you using? how can i find it in workshop?