Company of Heroes Easy Ai Ally Useless

Ally EARLY game tactics

There are 2 varieties of this early game tactic.

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Barracks - Building a barracks first opens you up to a variety of great tactics. The riflemen can contain engineers with ease, also will usually beat a volks squad (no mp40) in 1v1 combat and even MG's aren't safe against these guys. Using one squad to draw fire and another to flank takes out MG's about as fast as snipers. Also the jeep will eat through engineers and take out any pesky snipers or show any other cloaked units. The meat behind this strategy is BARS. You wanna get them as soon as you feel u need them. I'll use the first 60 fuel i get on them for shock effect. If I see some light armor I'll get stickies next, or if i see lots of inf, I'll get grenades. Not until I have 2/3 of the extras will I usually get tanks and such. This tactic works well with any strategy, but kind of depends on the map. If theres a ton of garrisonable buildings, barracks might not be the way to go, but that is up to you. I have seen people win both ways.

Weapons support center - The key to this one is using what you get to kill him. You'll need a bunch of engineer squads to make up for the lack of inf until you get Rangers or AB. Use the mortar in this scenario most of the time. Mortars are killers early game, and it's axis' main crutch, they don't get one that early. Along with a MG42 squad they can take out armies, buildings, you name it. Plus they are so long range that it will take a while for the enemy to get close. The key to using WSC 1st is you need to get some better inf quickly to be completely successful (against a good player), this is why some people build both WSC and barracks. I, however, don't like to spend that much fuel on that early, so I will rack up some XP and get AB or rangers. Disrupt his troops, fortify key positions and watch his units stop in their tracks. Be careful, your main weakness here is his snipers. While you can use snipers to counter snipers, its a costly gamble. You'll want to negate his snipers in order to tech to crocs or quads and make his focus on your vehicles, not your support troops.

Mid-game tactics

This is tricky for allies, for many a new player, because allies don't have many mid-game units. Most of the allies' mid-game units are from your command tree (AB or rangers) and you should be teching to tanks, but hey lets say that the motor pool is your mid-game option. Heres what you could do:

Armor tree is very good for using motor pool. Being able to cap points with quads and armored cars is key in this, but you can't spend a whole lot of time in early game, you need the quad to throw a monkey wrench in your enemies' whole plans. An unprepared axis can get creamed by early quads. WARNING: Most axis players know the value of panzershreks, and 1 squad with 2 shreks will eat your quad if you are not careful. This tactic requires a LOT of micro. 'kiting' units with quads takes a lot of work to do it right and it can cost you 220 mp 20 fuel and 100 munitions if you are not careful. The armored cars work great with laying down mines and takes out halftrackflamers pretty quickly, however this is risky, seeing as once again, one squad with 2 shreks will also eat your armored car. Switch to AT guns if your cars are getting creamed, because chances are your opponent will have stugs or worse quickly.

The whole midgame idea for allies,in my opinion, is to get out of it fast. Because allies can easily win afterwards in...

Late game

Crocs, shermans, m10's. Any tech tree works with any one of these. A lot of people go armor, because of AWM, but AWM is expensive, and if the axis harasses you early, you might not get the munitions you need. But used right AWM can crush axis armor and infantry. Getting 5 tanks back for free can turn the tide of any battle. If you have the fuel, get a croc asap. If you skip the motor pool step above, a croc or m10 should be the first thing u put out. m10's are surprisingly good vs. inf (for some oddball reason) but only when they are not directly under fire. But I want to use this section to explain how to use these tanks:

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Crocs - Get rid of pesky infantry, garrisoned or not, still have great armor, and you can take out at guns with ease. However 2 squads with at least 1 shrek each will kill your croc or send him into a retreat, and the chances are great that your opponent has those plus a pak38. You have to 'micro' your tank. position him so you cant take much fire while taking out unit after unit. If you are faced by something make sure you don't have his troops firing into your flank. Crocs are very strong but easily taken out by a good player if not supported. So keep a squad of infantry with it, or a few m10's vs his armor.

Shermans - Ol' faithful. The all-around tank. Good vs. inf, with the barrel upgrade good vs. armor and has lots of armor, so it can take a punch. With one very useful upgrade (turret) and one funny one, the Sherman should be the backbone of your armor. The smoke upgrade keeps him alive longer, however I don't think it's worth the money most of the time. Use shermans to draw enemy armor fire while your other units flank him.

m10 Wolverines - Fast, agile, very powerful against armor. Major drawback, not very strong, will die from 2-3 at gun hits or 2-3 heavy german armor hits. 2-3 shrek hits usually take him out too. The major mistake I see people make is having the m10 hit the enemy tank head on. Use another unit to draw fire, then run your m10 around to his flanks and take out his armor. One Sherman and two m10's can take out a tiger with some micro.

Try some of this out. Hopefully it's somewhat helpful.

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Company of Heroes

Company of Heroes

An RTS game set in World War II, Company of Heroes brings to life -- in full cinematic detail -- the greatest war mankind has ever known.

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Source: https://www.ign.com/wikis/company-of-heroes/Advanced_Ally_Tactics

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