Take all I say with a pinch of salt, I'm pretty inexperienced at CoH. Actually I only really like CoH from afar, like a football fan likes football even if he doesn't play it.
But anyway I'm going to fire off some general suggestions:
Moving the HQ. That should probably be done as early as possible (of course you need enough units to defend your base. Early Bren Carrier can be good for pushing back enemy squads) to capitalize on a high resource point from the get go. There is of course the danger of getting pinned by an MG at your base. This is a tricky balance. See brits play Rails and Metals and they always go for that high point on the right side, but it's right in the middle of the two sides. It takes a good mix of moxie and reservation. But, ideally it should be on the highest resource point possible. Of course, Brits don't have an FHQ or a halftrack to reinforce from, so you need to factor in the HQ as an FHQ too. AND, it's the only way for them to lock down/OP sectors. Putting it in a defensible spot is a good idea, with green cover and/or some buildings nearby. Try to spread out your different trucks, they each bring in resources. I think the support truck and armour truck bring in fewer resources than the HQ truck but you can buy upgrades to make them better, as well as speed upgrades to make your side as a whole more mobile.
You could say the command system for Brits encourages blobbing. Well it does encourage keeping infantry together, but that doesn't mean you can't micro. Brit infantry are best used in cover. Remember to use PIAT ambushes for example to get some nice rear armour hits on advancing tanks. Recon squads don't need a lieutenant to move through enemy/neutral territory at full speed (and I think they have a small detection radius. BTW, if an enemy mine is detected, any sapper squads can defuse it, not just minesweeper squads) You can use these for small scale flanks. Or in the later game, separate your infantry into mixed bags with a lieutenant behind each one for full scale flanking manoeuvres. Lieutenants are fragile, so you should try to keep them back. If you can, don't rely on the "follow unit" ability because they usually run out of cover or something. Try to micro them individually and keep them back; they have decent command range. And try to rack up the vet, same as SU command squad.
AFAIK, the lieutenant is like an offensive officer and the captain is a defensive officer. I think the captain only has effect in friendly territory, increasing attacking and defensive power to units within that sector, but I often see it used in replays along with the main blob. Probably to try and gain vet. I believe once a captain gains vet 3 you get a command point and some extra goodies.
I could go on all day with this. Suffice it to say that Brits are probably a more complex faction that most consider. You probably wouldn't get that impression from the average Brit player, and the most effective way to play Brits may well be the noobiest, but you don't have to be that way with them.
SteamCoH name: totalrecall
Last edited April 21, 2011 at 7:31 PM by SnappingTurtle