
Because of their speed and power, they are ideal for escorting kettengrads to capture territory, or backing up a push by PGs. They move around the field fast, carry PG squads, and can reinforce those PG squads. Infantry Halftracks – In general Infantry Halftracks are difficult to deal with early on.

This allows American players to either win the first fight (by finding the first PG squad and attacking it) or force the enemy to fall back and regroup with his second PG squad (meaning no help for his kettengrads against engineers).ġ. Rifles – Riflemen hit the field fast, and can overpower Panzer Grenadiers by charging them in most cases. This makes for relatively easy capturing of important points on the map.Ģ. Engineers easily counter opposing pioneers or kettenrads, forcing the Axis player to divert combat troops to help. This gives them the best early game capturing power in CoH.


Engineers – Almost all American players start with 2 engineers. I think a good place to start would be analyzing the early game advantages and disadvantages that you have, so to help form a general strategy.ġ. In response to CorkscrewBlow’s post on the USA vs PE matchup, I decided to dispense some advice on how to play Americans in this matchup.
