Company of Heroes: Eastern Front

Author Topic: RMC Build orders  (Read 3941 times)

Offline GodlikeDennis

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RMC Build orders
« on: January 21, 2011, 04:58:51 AM »
If the RMC is confusing you at first, here are some basic build orders to get you used to the teching. It's a good idea to move your truck after you build your first tommy a bit closer to the front of your base to be more efficient (like building the barracks up the front as US). After it sets up you should be able to afford your 2nd tommy. Remember that your trucks will not give bonus resources from sectors they're in, so there's not much reason to move them too far forward. Just try to shave off a few seconds every time you have to reinforce for the rest of the game. Also remember that emplacements are not as useful in the RMC than standard Brits and your counter to MGs is flanking, not building a mortar pit.

T2-T4:
Tommy X2 - LT - SAS glider - T2 units as required (SAS/Bren combo is good) - Sappers - After ~100 fuel build Captain - Armour truck - T4 units as required.

Since you already have a wide range of units to choose from, Arty doctrine is most useful here for blob control and to vent your munis. This is a good solid build order if you want to aim for decent units throughout the whole game rather than trying to tech for a shock unit.

T3 AC rush:
Tommy X2 - Sappers X2 - Captain - FS - Staghounds/Achilles'

Extra sappers here are required in case your enemy goes for a fast vehicle himself, which he will get faster than you, and to repair your T3 units. A churchill or commandos may be more useful to you than FOO in those early stages if you find your forces are not enough. I personally still go arty to make use of extra munitions but doctrine choice is personal preference. Building a 25lber may help here once you have a few vehicles, so that you might get a lucky arty hit on Paks before you send in the ACs.

T1-T4 Tank Rush:
Tommy X2 - LT - CCS - Sappers X2 - Captain - Armour Truck - T4 units as required

Arty will probably not be as useful with this build order because you will have to spend you munitions on upgrading your huge mass of troops. Commandos or a churchill might have to be called in to add punch to your army while you wait for the fuel for tanks. Bofors or 17lbers may be useful to you in adding AT power to your force since all you'll have are sappers and potentially a churchill (these delay teching though). Try to initially fight around your CCS to get free squads then move out and smother the map with your powerful troops. When you have map control, just aim straight for tanks. This BO will be similar to current Brit players, with an emphasis on a powerful infantry force with officers and a few emplacements in support while teching towards tanks.
« Last Edit: January 21, 2011, 05:08:02 AM by GodlikeDennis »
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Offline Wilson

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Re: RMC Build orders
« Reply #1 on: January 21, 2011, 11:45:27 AM »
Thanks for this, it's quite helpful. Just need that patch to come out faster :)
I'm so impatient...

Offline Desert_Fox

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Re: RMC Build orders
« Reply #2 on: January 21, 2011, 11:51:53 AM »
Good thread, thanks!  ;)

I'm so impatient...

Me too.  :D

Offline gwiese

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Re: RMC Build orders
« Reply #3 on: January 23, 2011, 01:21:31 PM »
got patched 1.3 yesterday. Played 4-5 games as RMC. Biggest difference I can see is no need to rush out sappers (as need captain first) before build 17 pounder / borfors. Also as Marines dont have speed penalty - definatly build 2-4 those first (before LT or next truck) to get map resource control. Alot more early game options with RMC -before you had to crank out that next truck quickly to get sappers, captain, etc. Now can really do much more with only the original truck. So far I am happy with the RMC - more playability options (but takes at least 4 games to get used to the new build order options!)