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Operation Sealion: CoH Suggestion Box Mk. II

  1. #151
    h3xm3x
    Guest
    1. Make the Tiger I tanks constructible from the Wehrmacht's heavy tank building, BUT only one on the field can be released. Basically make it Doctrine-independent.
    2. Replace Blitzkrieg's Tiger tank ability with either elite infantry deployment (I mean really elite...like fully upgraded and equipped MP44/Panzerschreck teams), or air support such as a Stuka strafing run.
    3. Hm, I want to pick that up. STUKA STRAFING RUN. Should be in the Blitzkrieg doctrine somewhere.
    4. Have more unique abilities for each German tank. In example the Panther could need a "stationary weapon" ability, which will increase its line of sight, make it impossible to move. As it was used in the war to shoot down targets from 2000m frequently (and penetrating heavy armour).

  2. #152
    desinc
    Guest

    [REQUEST] Join Friends' Games

    When my CoH friends are hosting games or are in the game lobby waiting to start - I would like to be able to bring down the FRIENDS list, click on that friend's name, and then click 'JOIN CURRENT GAME' (or something similar)

    often, I find myself waiting for an invite (that doesn't make it through all the time), or waiting for the games browser to refresh for a minute after pressing 'refresh' - when I would like to cut the crap and join their game right away!

    if they can invite, it is only fair that you could invite yourself


    PLEASEE?! I will bake you some cookies Relic if you add this feature! My girlfriend might even make you some chocolate chip banana bread. It is reallly good.

  3. #153
    Micro26
    Guest

    Improving game competition and some other ideas

    Adding tourneys inside RO, people who make success in them get online medals

  4. #154
    put the russian army in it.

    make one german army and give us all the things for a mega huge war.

  5. #155
    Active Ability - British - Add "Direct Fire" ability to the 25 Pounder field gun. The 25pdr was a multi-purpose field gun rather than a dedicated howitzer and I believe this change would do a great deal to reflect the gun's flexibility of role without being overpowering. Essentially the option to turn the 25pdr into an immobile StuH. When placed on "Direct Fire" mode the barrage ability (along with creeping barrage, overwatch and counter battery) are immediately reset to their full cool downs and will not recharge until the gun is placed back on indirect fire mode. Also possibly add an AP rounds ability for the gun while in direct fire mode for increased anti-armor effectiveness, at the cost of munitions.

    Upgrade - British - Universal Carrier can be upgraded to an Anti-Tank Rifle (ATR) carrier. Alternative upgrade to MMG carrier, .55in Boys ATR placed in bow gun position, Bren moved to topside pintle mount. Cost of Upgrade: 50 munitions. Gives the British player the option of a powerful long ranged (longer than the sight range) anti-vehicle weapon that is effective against light vehicles and the side/rear armor of light and medium tanks granting half-track & armored car busting firepower at a lower munitions cost than the Vickers MMG + AP rounds, but at the same time sacrificing the flexibility offered by the MMG carrier and suffering from ineffectivness in the late game. Slow rate of fire and inaccurate against infantry, but comparible to a sniper shot when it does hit.

    Gameplay - All - give emplacements a "gunner killed" weakness against flamethrower equipped troops/Vehicles. When flamethrowers turn the interior of a bunker or machine gun nest into a raging inferno and the gunners happily continue to blaze away as if nothing were happening is frankly rediculus.

    Passive Ability - British - Give the Churchill Crocodile a passive morale sapping/suppression effect (could possibly be extended to all flamethrower vehicles). During the second world war the fearsome reputation of the British flamethrower tanks would often cause German troops to surrender or abandon their positions simply by its presence before it even opened fire. It would be interesting to see if this could be implimented in a meaningful but not overpowering fashion.

    Model - British - Churchill Crocodiles carried their fuel and propellant in trailers. If possible I would like to see the Churchill Crocodile remodeled to reflect this.

    Other - British - Either change "Royal Commandos" to "Commandos" or "Royal Marine Commandos". The current name is inappropriate and inaccurate.
    Last edited by Bob_Marley; 9th Oct 07 at 3:06 PM.

  6. #156
    Eviscerator
    Guest
    Bigger maps would be good so u could, for example, have to build boats to get over a lake.
    Also russia would be cool

  7. #157
    Pure
    Guest
    I'm not sure to be in the right post :

    but as I saw it in Supreme commander and with this patch problem at this moment :

    Maybe relic can make a tool for the next box like : GPGpatcher
    This tool could be start without starting the entire game and will be able to check the current version and to upgrade it.

    No error, no bad download...
    It will be very handy

  8. #158
    eldiablo1313
    Guest
    One thing i have always wanted since i have started playing....

    Annihilation in ranked games...

    Also if you could join groups of friends in a party and play ranked with the people you wanted on the same team for the 2v2, 3v3, 4v4 games. So you don't have to get matched up with someone who has no idea what they are doing.

  9. #159
    ninozz
    Guest
    unit info
    so ppl can play and learn about WW2

  10. #160
    littlefatso
    Guest
    royal CANADIAN artillary, instead of royal arty support

  11. #161
    Macca
    Guest
    Ok, let me see...Russians are the the only faction left with loads of cool spanking units that can fit in with the other 1943-45 factions already in game.
    Probably a new axis faction as well like Waffen SS or Falshirmjeger Companie(Italians just don't have any cool toys to play with really).
    So based on that assumption, I have a few ideas for them:

    1) T34s 'Tankodeski' tank riders upgrade. 5 men(smgs) always riding the tank. Basically riding on the tank like a 'garrisoned building' but never leaving it. Take damage in the same way infantry does and can only be reinforced in the same way as normal infantry. Target priority and bonuses against any infantry AT unit. If the tank is destroyed so are they.

    2)Conscript platoons. 12 man units with mixed rifle/smgs and molotov coctails as special upgrade

    3) Scouts. 6 man(smg) unit with 2 snipers as upgrade

    4) Combat engineers. 6 man team that comes with 3 AT rifles/demo charges.Upgrades include flamer/magnetic At mines

    5)Tank riders: Lack of halftraks means russians they use tanks to move infantry about.

    General gameplay:

    Grenades: Become an activated ability but not 'specific target type'. In other words unit throws grenades as part of they attacks once its activated for a short period of time. Damage of course adjusted to fit this and damage mostly intended vs units in cover.

    Acompany tanks ability: tank is surrounded by the infantry unit which gives them 'green cover'. Both units move together at slower than normal infantry pace.

    Units in buildings should only become visible once they've opened fire. Buildings/bunkers themselves should be more resistant to indirect and small arms fire. You should really need big guns/flamers/nades/charges to clear buildings

    Tanks: Randomized 'stowage items' to make them look more individual(Same technique used in the DoW SL 1.5 mod). Especially on Yank tanks/halftracks for that 'gypsy caravan' look they were famous for.

    Less team colourable areas leaving national signs(star/cross) untouched. Its not like there are so many units on the field mixed together that required this OP team colouring

    Tank damage: When a tank is knocked out instead of instantly exploding, you could have it start to burn...crew bails out and flees off map...then tank explodes. 30% of tanks should still explode upon being knocked out.


    Please change the sound the Tiger Tank makes while moving as it sounds like a remote control toy

    Add smoke effect to the vehicle exausts

    If possible add minimum object distance (unless retreating) for enemy units to avoid seeing 1 squad run in the middle of an enemy squad...both sit down and shoot each other point blank

  12. #162
    miladesn
    Guest
    please add VCOH music to the main menu.

  13. #163
    Member
    Join Date
    May 2007
    Location
    The Void, deep in wildspace.
    I would like to see PE base buildings getting enabled to be garrisoned. They are all bunkers, they all have fire slits and machinegun hatches. They look like they are made to be defencive buildings. They should be, because PE has nothing else in the way of stationary defence and they can't even rebuild their base defence Flakvierlings. At least they should be able to stop an opponent inside their own base.
    You like Allied War Machine? Forget AWM! Wait for a Mediterranean expansion and behold the power of Italian War Machine. Get one new German tank for every two of your own tanks retreated off-map. ^_^*

  14. #164
    assorted suggestions for gameplay in future expansions:

    for the next defensive side

    -when you garrison a building, option to upgrade it to improvised bunker; it gets improved HP (maybe sandbags going up around the building, planks closing windows, that sort of things), as well as the same effect as if there was an MG in the building (IE, the MG can go to different windows and such); the MG can't die without the building going down. Can also reinforce. MP cost slightly higher then FHQ, but tag on a small-ish fuel price

    -support weapons can build small entrenchments for themselves; it takes time to build (during which the heavy weapon can't fire) as well as a small amount of munitions. its effects are of much lesser amplitude then having an actual bunker does, but it still helps against small arms fire/mortar fire. Think watered-down Hull Down for weapon teams.

    -Scout position: ability to build for a small price with the standard builder unit a camoed and defenceless "scout post". It has a very large sight range, perhaps as large or larger then the old motorcycle+advanced warning combo. if the territory in which it is situated is lost make them go into "sleeper cell" mode; you lose the LoS until you get the territory back, but they are not detectable anymore. alternatively, the secure the point like OPs, but don't give a resource bonus (as it is camoed). something else can replace the resource bonus for that faction.

    other possibility for the above (either use this alone or make it an upgrade to the previous suggestion): the scout post has a sniper in it, which fires either for a small munitions cost (as the UK recon element) or as per a regular sniper.

    For the next aggressive side
    -Bridge laying, probably a doctrine ability. "builder" unit is able to lay down a small bridge over small area of water.

    -"Storm the building!" available to all of that faction's units armed with assault weapons, and perhaps SMGs. the unit kicks down the door of a building, get in, and fight it out at close range against the units inside. (no animation required besides entering; unit numbers going down would be fine).

    general (IE, any type of faction)
    -Salvage munitions. every type of infantry is able to quickly salvage the munitions left on the bodies of their wounded or dead comrades; think of it as the Pioneer's ability, but to every type of infantry of a nation, and it applies to infantry. would work well with the russians.

    -Turncoats. for a rather large munitions cost and large cooldown, as well as some sort of weapon's upgrade, the squad is able to make any enemy squad that has lost at least one member turn to your side out of fear. You are not able to reinforce them, and veterancy negates (or some level of veterancy does). If this is too powerful, increae the ammount of members lost/health lost for it to be usable.

  15. #165
    DrPhilGood
    Guest
    Please make it so ALL units in ALL the factions Veterin up the same way. It is not fair that warmacht can just vet up manually, because it means that if a game (for example) on hill goes for longer than 10 minutes the allies will just get rolled because not only do the axis have superior armour (even without them being veterined.) But a vet 3 squad of storm troopers can rip apart 3 squads of American rangers no worries and could come close to taking out the same amount of british bren carriers.

  16. #166
    Daedalus2512
    Guest
    Hey,
    I posted some of my faction ideas on the CoH basic forum thing but some people told me to post them on here too as developers are more likely to see them. Basically they are my ideas for a Russian and Army Group Centre factions. The original threads with other players feedback can be found here for the Russians and here for Army Group Centre
    Sorry for the long read!

    First off are the Russians. I envision them as an army that in the early stages of the game will have to fight hard and use its inexperienced cheap units in numbers to hold back the better trained but more expensive Germans. Anyone playing as Russians can expect high loses. However unlike the Germans the Russians have the ability to develope their technology and economy to become greater and more powerful, eventually matching the Germans, and even surpassing them in some respects. So here are the Russians:

    Units
    Infantry
    Soviet Sappers (3) – MP-150
    Role: Building and Support
    Weapons: PPS-42 Submachine gun
    Upgrades: Minesweeper (M-35), ROKS-2/3 Flamethrower (M-50)
    Abilities: Plant explosives, Cut Wire.
    A 3-man construction and demolition squad. Due to economic pressures equipping Russian Sappers with all their required tools and materials was expensive and look longer than other nations. However their PPS-42 submachine guns, although ineffective at long range are a very powerful anti-infantry weapon close range, making them the most combat effective of all engineers. The Soviets were also the only nation which took conscious steps to camouflage flamethrowers, the backpack was altered in such a way it looked like a normal soldiers pack while the ‘gun’ was designed to look like a normal weapon. Only close inspection allowed the enemy to realise these vulnerable targets are equipped with a powerful weapon, usually to their own folly.

    Conscripts (8) – MP - 230
    Role: Basic Infantry Support
    Weapons: Mosin Nagant 1930G
    Upgrades: PPSh-1941 Submachine gun (M-75) (4 at a time, can upgrade twice), Soviet Standard (M-65)
    Abilities: Throw Molotov Cocktail – (F-10)
    Although large in numbers the basic Soviet conscript squad are not the most effective fighting force. Their lack of training and adequate equipment means they are constantly outmatched by German infantry. However their inexpensive cost and quick recruitment time means that they can be deployed in much larger numbers, which can overwhelm even the most well trained soldiers. However due to their lack of training they are susceptible to retreating without orders, if exposed to continual loses. When upgraded with the PPSh-41 SMG they become a much more effective anti-infantry squad with a fast rate of fire and even more so if all 8 are upgraded, although their combat range is decreased. The Soviet Standard upgrades replaces one mans weapon with the Communist flag of the USSR, this allows the infantry to capture strategic locations much faster as well as making the infantry less likely to retreat without orders.

    Red Guard (5) – MP-400 (Only available from Commissar of the People Command Tree)
    Role: Assault Troops
    Weapons: PPS-42 (3) SVT-40 (2), F1 Fragmentation Grenade
    Upgrades: None.
    Abilities: Assault**, Throw grenade.
    The Red Guards are the elite socialist infantry of the USSR, and are more than capable of meeting the match of German infantry. Due to their ideological support for the Communist party the Red Guard are capable of performing acts most men wouldn’t dare of, this mixed with their assault training and weaponry means they are able to attack armoured vehicles and garrisoned building with nothing but their bodies. However upon assaulting vehicles or buildings the Red Guard become much more vulnerable to fire but if successful are able to destroy a tank with a grenade through the hatch or expel or kill the occupants of a building. The Red Guard can never be pinned down by enemy fire, only suppressed.

    **Assault is a special ability that allows the Red Guard to 'mantle' a tank or storm an occupied building. Success depends on skill of the Red Guard and the target. When assaulting a tank the Red Guard scramble onto the vehicle, prise open the hatch and throw in a grenade, either destroying or seriously damaging the tank. When mounted on an enemy tank the Red Guard are extremely vulnerable to enemy fire. Also if the tank has a top gunner, then the Red Guard must kill the gunner before attempting an assault. When assaulting a building the Red Guard enter through the buildings doors and attempt to kill or expell the occupants. Success will result in occupation of the building. Ofcourse the skill and numbers of the garrisoned troops aswell as that of the Red Guard are important factors in determining success. Due to the strenous effort involved only 1 assault can be used per minute.

    Soviet Commissar (1) (limited to 3) – MP-380Role: Battlefield Authority
    Weapons: PPSh-41
    Upgrades: None
    Abilities: Stop retreat. Socialist Propaganda.
    A political officer of the Communist Party, the Commissar is responsible for keeping order on the battlefield, especially amongst unruly conscripts. His stop retreat ability will allow him to deliberately shoot one of the retreating men and stop an unordered retreat by conscripts. His socialist propaganda ability also allows him to stir up troops before a battle with socialist propaganda and will make them fight harder in combat and prevent unordered retreat, although the more fire they come under during the attack the quicker the propagandas effect wears off. The mere presence of the Commissar means that all troops are not susceptible to German propaganda.

    Partisans (6) MP - 400
    Role: Local Resistance
    Weapons: Mosin Nagant Rifles
    Upgrades: DP 1928 Machine Gun (M-75)
    Abilities: Camouflage, Hold Fire, Ambush (M-75)***
    The Russian partisans are local fighters who are determined to expel the German invaders, although they have received little official training they are capable of defeating groups of infantry in small skirmishes but are ineffective in sustained combat. Their camouflage and hold fire ability allows them to infiltrate enemy territory without detection, while the ambush ability allows partisans to lay in wait for enemy troops . When used the partisans, wait for the opportune moment and then open fire with an accurate volley of rifle rounds. Both their direct infantry engagement and ambush is greatly improved when equipped with the Degtyarev Machine Gun.

    ***When ordered to ambush the Partisans change stance to prone and can be deployed like a machinegun by right clicking and dragging out their arc of fire. They also automatically camoflague. Once an enemy troop enters the centre of the partisans arc of fire they let rip with accurate deadly fire. The effect is much more deadly if the enemy are stationary.

    Sniper (1) (MP-320)
    Role: Sharpshooter
    Weapons: Scoped Mosin Nagant Rifle
    Upgrades: Scoped SVT-40 (M-25)*
    Abilities: Hold Fire, Camouflage.
    The basic Soviet sniper is capable to engaging infantry at long ranges and without detection. Once upgraded the semi-automatic SVT-40 sniper rifle the Soviet sniper can attack with a faster rate but less power.

    Machine Gun Crew (4) (MP-245)
    Role: Mass Infantry Engagement
    Weapons: Maxim 1910 Machine Gun
    Upgrades: DShK 1938 Heavy Machine Gun (M-25)*
    Abilities: None
    The Maxim Machine gun, although aged is still an effective anti-infantry weapon despite a rate of fire slower than other machine guns. The Soviet machine gun crew can become even deadlier when upgraded with the DshK 1938 Heavy Machine Gun, this 12.7mm weapon is extremely formidable against infantry and can do moderate damage to light armoured vehicles. However it is built on a mount similar to an anti-tank gun and so moving the DshK 1938 is a laborious and slow task.

    Mortar Team (4) (MP-260)
    Role: Indirect Engagement
    Weapon: M1940 5cm Mortar, Mosin Nagant Rifles
    Upgrades: 82mm Mortar (M-25)*
    Abilities: Bombardment
    The M1940 is the standard Russian mortar which allows the USSR the ability to engage targets from a long distance. The advantage of the M1940 however is its man-pack design, which allows its firers to transport the mortar much quicker and efficiently, however setting up the mortar does take longer than usual. This design also has the advantage of allowing troops to fire their rifles while moving, without much hindrance. The mortar team can be upgraded with the 82mm variant, this larger calibre allows for a more powerful bomb and a longer range, although it loses its ability to be man-packed.

    57mm ZIS-2 Anti-tank Gun Team (4) – (MP-330)
    Role: Anti-tank support
    Weapon: 57mm ZIS-2 Anti-tank Gun
    Upgrades: HVAP Rounds (M-50)*
    Abilities: Reinforce
    Coincidently the same calibre as both the American and British anti-tank guns, the ZIS-2 provides Russia with a reasonably effective anti-tank gun. Its penetration however can be improved when permanently upgraded with High Velocity Armour Piercing Rounds. The accuracy and defence of the ZIS-2 can further be upgraded by the reinforcing it with sandbags and supports. However while reinforced the ZIS-2 cannot immediately move, but has to wait till the defences are removed, its plane of fire is also narrowed when reinforced.

    Anti-tank Rifle Team (3) (M-270)
    Role: Light Anti-tank Support
    Weapon: PTRD 1941
    Upgrades: PTRS 1941 (M-25)*
    Abilities: Conceal, Hold Fire.
    Russia never adopted any individual anti-tank weapons beyond rifles until the arrival of the bazooka via the Lend-Lease scheme, however their basic AT rifles still presented a moderate threat to light and even heavy armoured vehicles. Their Conceal ability allows them to remain hidden until an opportune opportunity to fire, however the large muzzle flash ends their concealment immediately. The bolt action PTRD can be replaced by the semi-automatic PTRS version for faster firing.

    Zaichata Sniper (MP – 600) – limited to 2. (Only available from Commissar of Defence Command Tree)Role: Sharpshooter
    Weapon: Scoped Mosin Nagant Rifle
    Upgrades: None
    Abilities: Camouflage, Hold Fire.
    A former student of Russian sniper ace Vasily Grigoryevich Zaytsev (the hare), this ‘leveret’ is capable of firing faster, further and more accurately than any other sniper. His expert training in camouflage also means he appears only momentarily after each shot and can also occupy buildings without detection.

    Mechanic Squad (4) – (MP – 220) (Only available from Commissar of Offence Command Tree).
    Role: Vehicle and Structure Support
    Weapons: PPS-42 Sub-machine gun
    Upgrades: None
    Abilities: None

    This special unit of mechanics are capable to repairing damaged vehicles and structures faster than basic sappers. However they are nearly totally inept at frontline combat and so should be kept to the rear of an assault.

    152 mm howitzer (4) MP-475, F-60
    Role: Artillery Support
    Weapon: 152 mm howitzer cannon
    Upgrades: None
    Abilities: Bombard
    The 152mm howitzer provides Russia with very powerful artillery support. Its large calibre rounds are capable of destroying both armour and buildings. However its size means rate of fire and accuracy are low.

    Soviet Vehicles

    BA-64B – (MP – 250)
    Role: Reconnaissance
    Weapon: 7.62mm DT Machine Gun
    Upgrades: DShk 12.7mm Heavy Machine Gun (M-25)*
    Abilities: None
    The BA-64B is Russia’s basic light armoured car, inexpensive and versatile the BA-64B provides adequate anti-infantry capabilities, which are much improved when armed with the DShk machine gun. The BA-64B is the heaviest and most powerful of all the nations light recon vehicles.

    BA-30 Halftrack (MP-200 F-15)
    Role: Troop Transport
    Weapon: DT Machine Gun
    Upgrades: None
    Abilities: None
    A basic halftrack for troop transport. It’s three man crew means it always has a gunner and does not require to be transporting troops.

    T-60 Light Scout Tank – (MP-310 F-35)
    Role: Light Armoured Support
    Weapon: 12.7 DT Machine Gun
    Upgrades: 20mm TNSh Cannon (M – 75)*
    Abilities: None
    The T-60 Light Tank provides effective anti-personnel support in its basic variant but can also be upgraded with a small tank cannon for better armour penetration at close range.

    ZSU – 37 Self-propelled Anti-aircraft – MP- 400, F-40
    Role: Mobile Anti-aircraft
    Weapons: 37mm Automatic Air Defence Gun
    Upgrades: None
    Abilities: None
    Trained: State Factory
    The ZSU 37 can be used to defend ground units against the onslaught of German airpower, especially the Stuka dive bomber. It also has relatively effective anti-infantry abilities.

    T-34 Medium Tank – (MP-500 F-65)
    Role: Main Battle Tank
    Weapon: 76.2mm F-34 Tank Gun, 2 DP Machine Guns
    Upgrades: OT-34 (M – 175)
    Abilities: None
    Seen by many as the best tank of World War II the T-34 combines power, armour and cost effectiveness. It played an instrumental role in defeating the Germans in Russia due to its ability to surpass all German armour up to the heavier tanks. However due the lack of adequately trained tank crews newly built T-34s will not work to their true potential, The T-34 can be modified with an internal flamethrower which replaces the hull machineguns. However due to space required for the flamethrower speed and rate of fire of the main cannon are reduced, it also presents a hazard in that some direct hits could result in the fuel tank exploding.

    SU-122 Self-propelled Gun – (MP-550 F-100)
    Role: Mobile Artillery
    Weapon: 122mm M-30S Howitzer
    Upgrades: None
    Abilities: Bombardment, Ram
    The SU-122 is a mobile artillery piece capable of providing heavy indirect fire against targets, although only from a relatively short range compared to other artillery.. It is very effective against enemy structures, however the size of the main gun and its lack of co-axial movement means it is ineffective and inaccurate against mobile units such as infantry and armour. Due to the often urban nature of combat on the eastern front SU-122 drivers are able to ram their vehicles into enemy structures to cause damage, however poor timing or precision can result in damaging the tank, especially its cannon, this is less likely to happen with better trained crews.

    Iosif Stalin Tank (Only available from Commissar of the People).
    Role: Tank Killer
    Weapon: A-9 122mm Cannon
    Upgrades: None
    Abilities: None
    The tank which bears the Soviet leader’s name is perhaps the single most formidable tank the Russians have in their arsenal. The heavy armour and large calibre 122mm cannon provides Russia with the means of matching the dreaded Tiger and Panther tanks.

    Katyusha Multiple Rocket Launcher – (MP – 450) (Only available from Commissar of Offence).
    Role: Long Distance Rocket Support
    Weapon: BM-13 Launcher
    Upgrades: None
    Abilities: Bombardment
    Mounted on a simple truck, the Katyusha is a long range rocket artillery piece, capable at hitting enemy units from a safe distance. Although the rockets do considerable damage on impact, lack of adequate aiming devices for the rocket launcher means with increase in range there is also an increase in inaccuracy. The Katyusha is also very poorly armoured and is vulnerable to nearly all enemy units, even small arms presenting a threat.

    Buildings
    Soviet Headquarters
    Trains: Soviet Sappers, BA – 64B
    Upgrades: Arms Development (allows all * upgrades to be purchased) – (M-400, F- 100), Demolitions (MP-100, F-30)
    Abilities: None

    Socialist Barracks – (MP-250, F-35)
    Trains: Conscripts, Soviet Commissar, Sniper
    Upgrades: None

    Support Armoury – (MP 230, F-25)
    Trains: Anti-tank rifle team, Machine Gun Team, Mortar Team.
    Upgrades: None

    Armour Workshop – (MP 300, F-50)
    Trains: 57mm ZIS-2 Anti-tank Gun Team, BA-60 and T-60.
    Upgrades: None

    State Factory – (MP- 350, F- 80)
    Trains: T-34 and SU-122.

    Munitions Factory – (MP-800) (Only available from Commissar of the People).Globally increases all munitions point revenue by 25%. When destroyed causes severe explosion.

    Petroleum Refinery – (MP-1200) (Only available from Commissar of the People)
    Globally increases Fuel revenue by 33%. When destroyed causes severe explosion and an area of fire which is inaccessible to infantry and light vehicles.

    Soviet Redoubt – (MP – 600 F – 80) (Only available from Commissar of Defence)
    This large defensive bunker containing 2 anti-tank guns and machinegun crews is a formidable obstacle for any opponent. Frontal attacks are suicide unless with huge numbers. However the size firstly means finding a suitable location is sometimes difficult except in large battlefields and the cost secondly means placing these fortifications must be done with much thought to gain the most from the investment.

    Fortified Building – (MP – 360) (Only available from Commissar of Defence)
    Upgrades: PRTD 1941 Anti-tank Rifle (Max 2) – (M – 75)
    Maxim 1910 Machine gun (Max 2) – (M -75)
    Upgrade to Forward Barracks – (MP – 130)
    Garrisoned units can fortify local buildings with sandbags and structural supports to increase the defensive abilities of a civilian building. Fortifying also allows for a discount in upgrading to a forward barracks. These fortified buildings can also be repaired to a certain extent, although never 100%. (Building can only be upgraded with either 2 PRTDs or Maxims or one of each).


    Commissar Commanders

    Commissar of the People – A doctrine mainly concentrating on improving troop’s abilities and morale.

    Left Tier – Socialist Indoctrination

    1 Point: ‘Not one step back’ (Passive/Global)
    Direct orders from Stalin banning any retreat without orders. Reduces the likelihood of Conscripts retreating dramatically.

    2 Points: Communist Propaganda – (M – 75)
    Drops leaflets onto enemy troops reduces their fighting capabilities. (Affects can be countered by German propaganda).

    4 Points: ‘For the Motherland’ – (M – 200)
    Units will charge enemies with no thought for their own lives. Infantry are immune to suppression by machinegun or artillery fire. Charge may cause German troops to retreat without orders if proximity between themselves and the attackers becomes to close.

    Right Tier - Communist support

    2 Points: Red Guard – (MP – 400)
    Calls a unit of elite Red Guard to the battlefield.

    3 Points: War Economy – (Passive/Global)
    Allows construction of Munitions and Petroleum factories.

    5 Points: Iosif Stalin Tank (MP – 1100)
    The Party allocates your force the tank bearing the Soviet leaders name.

    U]Commissar of Defence – Doctrine concentrating on defensive fortifications and siege support.[/U]
    Left Tier – Front line defence

    1 Point: Air Cover (M-75) /Air Recon (M-50)
    Call in a Yakovlev Yak-3 fighter plane to provide reconnaissance for defenders. The Yak-3 can also be called in during a Stuka air raid to shoot down the attackers.

    3 Points: Urban Fortification – (Passive/Global)
    Allows any building in friendly territory to be fortified allowing for far superior defensive strength and structural integrity. Buildings can further be upgraded with static defences.

    5 Points: Massed Defences
    Allows Sappers to build the Soviet Redoubt defence.

    Right Tier – Siege Tactics

    1 Point: Improvised Weapons – (Passive/Global)
    Allows conscripts to use Molotov Cocktails.

    2 Points: Siege Production – (Passive/Global)
    Forward bases cut off from the frontline can still continue to create troops, although 33% slower than before.

    4 Points: Call Zaichata Sniper – (MP - 600)
    Calls an expert sniper to show himself anywhere on the map.

    Commissar of Offence – Doctrine concerned with offensive abilities.

    Left Tier – Russian Steamroller

    2 Points: Mass Conscription – (M – 75)
    All infantry recruitment speeds reduced by 75% (Lasts 45 seconds).

    3 Points: Counter-attack – (M – 150)
    Every enemy unit killed will enhance the fighting abilities of all Russian units. (Lasts until no enemy units have been killed for 30 seconds).

    5 Points: Elite Armour – (MP – 1200) (Limited to 2)
    An elite group of armoured vehicles is called to the battlefield. (2 Elite T-34s are called to the map.)

    Right Tier – Offence Support

    1 Point: Mechanic Squad (MP – 400)
    Calls a Mechanic Squad to the battlefield.

    3 Points: Offensive Occupation (Passive/Global)
    Enemy territory can be captured purely by cleansing it of German occupation. (I.e. when capturing a flag it simply goes German-Russian, not German-Neutral-Russian).

    4 Points: Call Katyusha Rocket Lanuncher – (MP – 450)Calls a Katyusha Multiple Rocket Launcher to the battlefield.

    And now for Russians opponents: Army Group Centre:

    General Overview

    General Overview

    The German Army Group Centre (AGC) will be more similar to the traditional Wehrmacht than the Panzer Elite, but will also have unique abilities and play style. Most importantly is that AGC units will not be constructed from buildings, all will arrive from off map. Some basic units will arrive almost instantly, although be generally more expensive than other armies while other units will take a while to arrive and also have a cool down timer before they can be called again. Arrival times will get longer the more of each unit is built, except for the most basic units. I have chosen this to represent the initial speed to the German advance but then their slowing down in reinforcement speed, due to cost and the distance that needs to be travelled. Therefore the AGC will have no unit buildings and few other buildings, all units will be constructed from the HQ and new units will be unlocked through upgrades similar to the Wehrmarcht.

    Generally AGC units will outmatch early Russian units, however as the Russians develop they will become stronger whereas the AGC will have the opposite issue of early success but trouble maintaining that success due to supply.

    Veterency[list]
    AGC troops will gain veterency in a combination of American, Wehrmacht and Panzer Elite styles. Veterency for AGC will have more drastic affects on units than simply improving their skills. There are 2 ways they can gain veterency, and also 2 types of veterency which can be gained:

    1. The first method is through experience in battle. Like the Americans your units can be promoted through the killing of enemy units, however where these units are killed will affect what type of veterency is received. Killing an enemy in friendly territory will result in a defensive promotion (like in the PE) while killing in enemy or neutral territory will provide offensive promotions. One unit can have a combination of both types of experience, and can receive any upgrades for that type and level of promotion, however if a unit has all the same type when they will be very effective at that type of combat, a unit with a mixture will not be as good. Due to the harsh nature of Russia and the Eastern front, AGC troops will upgrade quickly in combat, however continual reinforcement with fresh troops will increase the squad’s time it takes to reach the next upgrade. There is also a third kind of promotion, this is simply a neutral promotion that affects overall skill and not limited to offence or defence, only certain units gain this.

    2. The second type is through training similar to the Wehrmacht. AGC units will be able to construct various training buildings for both infantry and vehicles. However unlike the Wehrmacht the promotions gained are not universal but specific to what ever unit is ‘occupying’ the building. When in training a unit is effectively out of the battle for a period of time but the training can be cancelled and then restarted if desired. Training in a camp is much safer than through combat and will be handy for developing a veteran army, however units can only be promoted up to the second rank, and must gain the final rank through combat. When in training you can select if they receive offensive or defensive training (or with some units neutral training) and can mix them if you wish. All eligible units can be retained to any other type, including elite units which can retrain their skill in battle for either defensive or offensive requirements, however this can be expensive.

    To accommodate these new factors the list will be arranged slightly differently than my previous ones, as well as squad size and cost there will also be the time to arrive (and the increase in time to arrive with each unit build, if applicable), their upgrades will also be divided between whether they are defensive or offensive as well as at what level the upgrade is achieved.

    Infantry
    Combat Pioneers – MP – 300 (4) (instant arrival, 2 second increase)
    Role: Building and Support
    Weapons: MP-40 submachine guns.
    Offensive Upgrades: 1st Vet: Flammenwerfer 35 Flamethrower upgrade – (M-35), 2nd Vet: None, 3rd Vet: Stg 44 upgrade – (M-50)
    Defensive Upgrades: 1st Vet: None, 2nd Vet: None 3rd Vet: MG42 Light Machine Gun (M-75)
    Abilities: Cut Wire, Repair, Detect and Defuse.
    Offensive Abilities: Vet 2: Breaching Charges – (M-35)
    Defensive Abilities: Vet 1: Panzerfaust – (M-35), Booby Trap Barbed Wire (M-50)

    The Pioneers on the Eastern Front have endured months of hard fighting, unlike their Western counterparts who have spent the majority of the war casually building defences, and are therefore more capable of defending themselves in combat, especially against untrained Russian units, more effectively. If trained in assault tactics the Pioneers can become instrumental in breaking through Russian defences by clearing out buildings with their flamethrower or using the powerful and quickly deployed breaching charges to damage even reinforced concrete. An elite offensive Combat Pioneer group is the perfect complement for an attack force.

    Alternatively if they are trained in defence they can be equally important. They can utilise the panzerfaust for anti-tank requirements and also an MG42 for anti infantry purposes allowing them to counter any units thrown against them. Their ability to booby trap barbed wire with explosives means any Russian soldiers attempting to cut the wire will get a big surprise.


    Eastern Grenadiers – 470 (5) (8 second arrival, increase of 3 second per unit requested)
    Role: Advanced Infantry
    Weapons: Kar98k rifle (3), G43 Semi-automatic Rifles (2)
    Offensive Upgrades: 1st Vet: None, 2nd Vet: None, 3rd Vet: Stg44 Package (3) (M-75)
    Defensive Upgrades: 1st Vet: None, 2nd Vet: Panzerschrek (M-50), 3rd Vet: MG42 Light Machine gun (M-75)
    Abilities: Throw Grenade.
    Offensive Abilities: 1st Vet: Bundled Grenades (M-20) 2nd Vet: Pin Occupants, 3rd Vet: Charge
    Defensive Abilities: 1st Vet: Build Defences, 2nd Vet: Grenade Trip wire, 3rd Vet: Rapid Fire (M-35)

    The Grenadiers of the Eastern Front have to be resilient and versatile to adapt to the harsh Russian environment, because of this they are able to become effective stormtroopers or defenders.

    As a stormtrooper unit the grenadiers will be armed with assault weaponry and able to Charge the enemy, breaking any suppression affects and covering distances faster, however at a greater risk. Offensively trained grenadiers can also concentrate fire at the windows and points of fire of a building and force the occupants to take cover, allowing for effective use of grenades, flamethrowers, or explosives. While pinned inside a building, the occupants can’t leave.

    When trained in defence the Grenadiers become a serious obstacle to the enemy and can be armed to destroy both vehicles and infantry with relative ease. They can also use their grenade trip wires to place small anti-infantry traps any where on the map or in the doorways of buildings. Highly trained defensive grenadiers will be able to use their rapid fire ability with their rifles to suppress infantry much faster, although they suffer an accuracy decrease.


    Jäger Squad – MP - 550 (3) – (10 second arrival, increase of 5 per unit requested) (Neutral Veterency) (Only Available from Infantry Blitzkrieg command tree.
    Role: Search and Destroy
    Weapons: MP-40 SMGs
    Upgrades: Vet 3: Sniper Package (M-50)
    Abilities: Camouflage, Hold Fire, 1st Vet: Bottle bomb (M-25), 2nd Vet: Exfiltration 3rd Vet: Sniper Unit (M-50).

    The Jäger Squad is a group of infantry specially trained to hunt out enemy infantry, especially in complex urban areas. They specialise in locating enemy snipers and concealed units such as anti-tank crews. Once located they can creep in close and ambush the enemy, although in direct combat they are weak. They also have the ability to use the makeshift bottle bomb, which consists of a bottle filled with ball bearings, jagged metal or glass that when detonates deals devastating anti-infantry damage, these weapons are particularly effective at attacking garrisoned units. Jäger units can also capture territory without alerting the enemy until it has been captured. A highly trained hunter squad will also be able to swiftly return to base after operations while remaining hidden using their exfiltration skills. Expert hunters can be equipped with a sniper kit allowing 2 members to have a secondary Kar98k sniper rifle, these 2 marksmen can then be asked to sniper an explicit unit, unit all the unit is dead.

    Local Collaborators – MP - 320 (5) – (instant, increase of 2 second)
    Role: Basic Infantry
    Weapons: Kar98k Rifle (2), MP 40 SMG (3)
    Upgrades: None
    Abilities: None

    This is a squad of volunteers who are opposed to the Russian regime and have decided to fight for the Germans, although they are part of the German army their training is basic and due to their non-Aryan backgrounds cannot be trained in AGC training camps. Also because of their ethnicity regular German infantry do not like to fight along side them and therefore if they are grouped together the whole group will fight less effectively. It is therefore usually best practise to keep these units grouped together. Despite their lack of skill they are determined and brutal fighters and are also the most effective unit at detecting partisans.


    Quartermaster General – MP – 260 (1) – (instant arrival, no increase)
    Role: Headquarters Command
    Weapons: Luger Pistol
    Upgrades: None
    Abilities: Establish Quartermasters Store

    This special commander is able to set up a quartermasters store in any building and begin the redistribution of supplies in order to maximise supply revenue. In the absence of an adequate civilian building in a supply sector the Quartermaster can establish a store in a bunker. Stores will only increase revenue as long as a Quartermaster is present in the store or the supply sector. The supply can be further increased by connecting the store to the HQ via a communication cable. The Quartermaster will arrive at the HQ.

    MG42 Machine Gun Crew – MP – 340 (3) – (8 second arrival, increase of 3) (Neutral Veterency)
    Role: Mass Infantry Engagement
    Weapons: MG42 Heavy Machinegun
    Upgrades: None
    Abilities: Vet 2: Concentrated Fire (M-35), Vet 3: Camouflage, Hold Fire

    Basic German heavy machinegun ideal for engaging mass infantry. Specially trained crews can concentrate their fire on a single group of infantry to cause near immediate pinning and major damage, although if used during a major attack by enemy units other units may pass by without suppression. Once crews have spent enough time at the front they will become accustomed to hiding themselves amongst rubble and foliage and surprising Russian troops, although they cannot move while camouflaged.

    Mortar Team – MP – 360 (3) (9 second arrival time, 4 sec increase) (Neutral Veterency)
    Role: Indirect Engagement
    Weapons: 8cm Granatwerfer 34 Heavy Mortar
    Upgrades: None
    Abilities: Bombard, Vet 2: High Explosive Round

    This heavy mortar unit is capable of raining heavy ordnance down on enemies while maintaining a safe distance, the 8cm High Explosive mortar round is especially effective against infantry and buildings.

    Pak 36 Anti-tank Gun – 410 (3) (6 second arrival, 3 second increase) (Neutral Veterency)
    Role: Light Anti-tank Support
    Weapons: 3.7cm PaK 36 Anti-tank gun.
    Upgrades: None
    Abilities: None

    The basic light anti-tank gun for the Army Group Centre is present in the 3.7mm, it is capable of destroying all light Russian vehicles including light tanks, but is completely useless against medium or heavy armour, except for close range shots to a tanks rear. However is light ordnance means it has a fast rate of fire that is capable of relatively effective anti-infantry fire and also means it can be operated by a single soldier, although at a much slower rate of fire.

    8.8cm Anti-tank Gun – MP - 560 (4) (10 second arrival, 4 second increase) (Neutral veterency)
    Role: Heavy Anti-tank Support
    Weapons: 8.8 cm PaK 43
    Upgrades: None
    Abilities: Be Towed

    This heavy anti-tank gun provides the Army Group Centre with the power to penetrate the heavy Russian tanks, due to its cruciform mount and 4 wheeled chassis it can traverse a full 360 degrees, disallowing tanks to effectively flank it. However its weight and awkward chassis means it is very slow if being pushed by the crew, the speed can be greatly improved by having a halftrack or other light vehicle tow and deploy the gun.

    10.5cm LeFH 18 Howitzer - MP – 490 F – 30 (4) (20 second arrival, 10 second increase)
    Role: Light Howitzer
    Weapons: 10.5 cm leFH 18 Howitzer
    Upgrades: None
    Abilities: Be Towed, Bombard

    Relatively light in comparison to other howitzers the LeFH is useful for supporting infantry and armoured advances if deployed to a frontline. However its light weight means it can be relocated to further behind enemy lines for defensive purposes.

    21cm Mörser 18 Siege Howitzer (4) – MP – 600, F – 60 (constructed) (only available from Support Blitzkrieg command tree.
    Role: Siege Howitzer
    Weapons: 21cm Mörser 18 Cannon
    Upgrades: None
    Abilities: Vet 2: Concrete Piecing Shell (M-50)

    Due to it being a much heavier howitzer than the 15cm, the Mörser is much more effective against buildings and is able to lay entire streets to waste, especially when loaded with Concrete Piecing Shells. However because of its calibre it is also ineffective against moving targets and is inaccurate at extreme range, unless supported by an artillery ranging halftrack.

    Vehicles

    Opel Blitz – MP – n/a (arrival n/a) ** (only available from Infantry Blitzkrieg command tree)
    Role: Troop Transport
    Weapons: Occupants Weapons
    Upgrades: None
    Abilities: None

    This 3 ton truck is considered by many Europeans to be General Motors contribution to German successes. It is able to traverse sometimes difficult terrain and is a reliable way of transporting troops to the front quickly. However the occupants are extremely vulnerable to any type of fire.

    * The Opel Blitz is a kind of non-controllable vehicle. Once a unit is selected for arrival and the position it will move to on the map selected they will arrive in an Opel Blitz truck, once the truck has dropped at the specific point, it will turn around and move back off the map. Troops can dismount prematurely and the Opel Blitz will then return off map.

    Kübelwagen Scout Car – MP – 280 (1 second arrival, 2 second increase).
    Role: Recon
    Weapons: MG34 Machinegun
    Upgrades: None
    Abilities: Tow

    A basic German open topped scout car. This vehicles sacrifices armour and protection for speed and agility. It also carries the less powerful, but more accurate MG34 machinegun meaning its ideal for hunting snipers.

    SdKfz 250/2 Cable Layer – MP – 200 (3 second arrival, no increase) *
    Role: Battlefield Communications
    Weapons: None
    Upgrades: None
    Abilities: Lay/Stop laying Cable (M-1 every 10 metres moved), Connect cable.

    This light halftrack has been modified to lay communication cables quickly on the battlefield. Once a building has been connected to the HQ via a cable it is able to call in troops from elsewhere to congregate near the forward communication building.

    * The cable layer effectively creates a forward barracks, however units will not be produced in the forward barracks, instead once one has been established the player can select where on the map edge (within a radius around the communications building) new units requested from the comm building will arrive. Therefore the player can have troops enter the battle closer to the frontline and not have to transport them from the HQ arrival point.

    SdKfz 251 Halftrack – MP-410 F-15 (4 second arrival, 2 second increase)
    Role: Troop Transport
    Weapons: MG42 Machinegun
    Offensive Upgrades: Vet 1: Dual Gunners (M-50) Vet 2: 20 Flak 30 machinegun (75) Vet 3: Flamethrower (M-100)
    Defensive Upgrades: Vet 1: Ambulance crew (M-50) Vet 2: Artillery Ranging Gear (M-75) Vet 3: Walking Stuka (M-125)
    Offensive Abilities: Vet 2: Skywatch (only available as an option from the Support Blitzkrieg command tree)

    The SdKfz 151 Halftrack is a very versatile vehicle and is easily modified for offensive or defensive operations.

    Offensive upgrades allow the halftrack to use both MG42s instead of just one and also provide more powerful weapons, upgrading with a new weapon will remove any weapons already installed however.

    If the halftrack is modified for a defensive role then it has a variety of support options available to it. It can be upgraded with a small medical team to receive injured soldiers and when healed return them to battle, as well as distributing first aid to all soldiers nearby, upgrading as an ambulance removes troop transport options. If upgraded with artillery spotting and communication equipment the SdKfz 251 can allow Axis artillery to fire anywhere within its radius even if it’s out of conventional range. An elite defensive halftrack can be upgraded with the Walking Stuka rocket artillery launchers
    .

    StuG III Assault Gun – MP – 510 F-40 (8 second arrival, 4 second increase)
    Role: Assault Gun
    Weapons: 7.5 cm StuK 40 L/48 Cannon, MG34 Hull MG
    Offensive Upgrades: Vet 1: None, Vet 2: None, Vet 3: None
    Defensive Upgrades: Vet 1: None, Vet 2: None, Vet 3: None
    Offensive Abilities: Vet 2: Demolitions Fire (M-35)
    Defensive Abilities: Vet 2: Camouflage, Hold Fire.

    The StuG III was a widely produced infantry support tank, with adequate anti-tank abilities.

    Crew trained for offensive operations are able to bring down buildings faster if they target key structural supports and load bearing walls in buildings.

    Crew trained in defensive combat can camouflage the StuG and ambush unsuspecting invaders.


    Panzer IV Medium Tank – MP – 500, F-70 (12 second arrival, increase of 5)
    Role: Medium Tank Support
    Weapons: 7.5 cm KwK 40 L/48 Tank Cannon
    Offensive Upgrades: Vet 1: MG42 Gunner (free), Vet 2: None, Vet 3: APCR Anti-Armour Rounds (M-100)
    Defensive Upgrades: Vet 1: MG42 Gunner (free), Vet 2: Armour Skirts (M-50), Vet 3: High Explosive Anti-Infantry Rounds (M-100)
    Offensive Abilities: Vet 2: Blitz (M-50)

    The Panzer IV is the basic German tank, although not up to the match of well trained T-34 crews the Panzer IV has good chances against rookie tank drivers.

    The Panzer IV can fill an offensive role by using Blitz tactics, which increase speed and rate of fire, but compensate accuracy. A tank can be permanently supplied with Armour Piercing Composite Rigid cannon rounds which greatly increase the tanks armour penetration but decreases its ability against infantry and structures.

    A defensively orientated Panzer can be upgraded with side armour plates which greatly reduces the damage done by anti-tank rifle rounds and infantry anti-tank weapons. It can also be permanently supplied with High Explosive rounds which are effective at dispersing large groups of infantry but ineffective against medium or heavy armour.


    Tiger I Heavy Battle Tank – MP – 950, F-180 (25 second arrival, increase of 15 seconds)
    Role: Heavy Tank Support
    Weapons: 8.8 cm KwK 36 L/56
    Offensive Upgrades: Vet 1: MG42 Gunner (M-50) Vet 2: None, Vet 3: None
    Defensive Upgrades: Vet 1: MG42 Gunner (M-50) Vet 2: None, Vet 3: None
    Offensive Abilities: Vet 2: Tank Shock , Vet 3: Sch Sprgr. Patr. L/4.5 (Incendiary Shrapnel) Rounds.
    Defensive Abilities: Vet 2: Internal Repairs (M-100), Vet 3: Rapid Fire

    The Tiger tank was employed in large numbers on the Eastern Front and was capable of matching all Russian armour 1 on 1 with the exception of the IS-2. Despite its expense Tiger tanks can turn the tide of battle, especially if fully supported. A downside of the Tiger tank however is that due to its square shape it can easily be mantled by Russian infantry which can destroy if with a grenade through the top hatch. In this respect Tigers are certainly not invincible.

    If the crewmen are trained for offensive actions then they can employ the tank shock ability which can break up large groups of infantry. Elite Tiger tanks will be outfitted with the deadly Incendiary Shrapnel Rounds which are very effective against enemy infantry.

    Defensive Tigers can be repaired internally by the tanks crew, however while repairing the tank cannot move or fire until the action is cancelled. Therefore it is wisest to repair in a safe location as having to return to battle halfway through repairs is dangerous and a waste of resources. Elite defenders can relocate the tanks driver and commander to help in the loading and firing of the tank, however the tank will be unable to move although rate of fire and turret turn speed will increase, although there will be a decrease in accuracy.


    Ferdinand Elefant Tank Hunter – MP – 730, F- 100 (25 second arrival, increase of 12) (only available from the Armour Blitzkrieg command tree).
    Role: Tank Hunter
    Weapon: 8.8 cm PaK 43/2 L/71
    Offensive Upgrades: Vet 1: None, Vet 2: Commanders Cupola (M-50), Vet 3: None
    Defensive Upgrades: Ve1: Non, Vet 2: Hull Machineguns (M-50)
    Abilities: None

    The Ferdinand Elefant was a heavily armoured Tank killer employed in large numbers on the Eastern front, especially at the Battle of Kursk. Thanks to its thick armour and powerful cannon the Elefant can comfortably engage in protracted slogging matches with other armour and will likely win. However its lack of traverse turret and weight means it is very easily flanked and takes serious damage from rear hits, as this is where the crew is stationed. This lack of vision means driving must be done cautiously and is therefore slow and accuracy can be an issue.

    Offensive upgrades allow the commander a much better field of vision which improves speed and accuracy.

    The Elefant has one major drawback in that it is easily attacked by infantry, due to its shape and lack of machinegun defences. This issue can be slightly alleviated in defensive Elefants with the installation of a hull machinegun.


    Junkers Ju 87 Dive Bomber – MP – 700, F-120*** (only available from Support Blitzkrieg command tree).
    Role: Dive Bomber
    Weapons: Bombs of various payloads.
    Upgrades: Vet 1: Trumpet of Jericho, Vet 2: 500lb Bomb, Vet 3: 1000lb Bomb
    Abilities: Dive Bomb – 250lb (Free), 500lb (M-50), 1000lb-(M-100)

    The Junkers Ju 87 more commonly known as the Stuka is an excellent dive bomber and is able to accurately hit targets with a single well placed bomb.
    If upgraded with the Trumpet of Jericho the Stuka can strike fear into the hearts of infantry and suppress them, before dropping its payload. The Stuka generally carries a 250lb bomb, which is effective against infantry and light vehicles, however it can be upgraded with 500 and 1000lb bombs which are more effective against armour and buildings.


    *** The Stuka is a special unit that will arrive on map similar to the P-45, however it is much different in that the player will actually request a Stuka to keep and use again. Options for the Stuka will be available from the Luftwaffe Command Building, the Stuka can be asked to provide Air Support and will fly over the map for 2 minutes, before returning for fuel (refuelling takes a further 2 minutes), in this time it will uncover the fog of war. During this time the player can drop bombs onto the enemy, the player can drop 3 250lb, 2 500lb or a single 1000lb bomb before the Stuka has to return to base. There will be no smoke warning of a diving Stuka but the enemy player can see where it is going to drop by listening for the sound of the Stuka and bomb dropping, there could also be a growing shadow. When upgraded with the Trumpet of Jericho the Stuka can suppress the infantry it is targeting but it is much more obvious where it is aiming for. The Stuka can be shot down by Russian AA when generally flying around but it is much more vulnerable when diving, with even rifles presenting a remote but possible chance of killing the Stuka. Only one Stuka can be requested at one time.

    Buildings:

    Army Group Centre Headquarters
    Trains: All units are requested from AGC HQ, with the exception of the Stuka. Upgrades like the Wehrmarcht have to be researched to access new units.
    Upgrades:
    Basic Support: (free, start of with this) Can request: Combat Pioneers, Eastern Grenadiers, Quartermaster General, Local Collaborators, Kübelwagen Scout Car
    Light Support: (MP-150, F-15) Can request MG42, Mortar Team, Jäger Squad, Pak 36 Anti-tank Gun, SdKfz 250/2 Cable Layer, SdKfz 251 Halftrack.
    Medium Support: (MP-250, F-25) Can request: 8.8cm Anti-tank Gun, StuG III Assault Gun, Panzer IV Medium Tank, 10.5cm LeFH 18 Howitzer.
    Heavy Support: (MP – 350, F-40) Can request: Tiger I Heavy Battle Tank, Ferdinand Elefant Tank Hunter.

    Infantry Training Camp – MP-170
    Trains: All infantry, including AT guns and Kübelwagen.
    All prices have 20% of unit cost added on.
    Vet 1: MP-80, F-5 per unit. (Takes 30 seconds)
    Vet 2: MP-160, F-10 per unit. (Takes 60 seconds)
    Vet 3 MP-300, F-25. (Takes 90 seconds, retrain only)

    Armour Crew Training Camp – MP-260
    Trains: All armour.
    All prices have 20% Manpower and Fuel cost added on.
    Vet 1: MP-150, F-10
    Vet 2: MP-250, F-20,
    Vet 3: MP-400, F-30

    Quartermasters Store – MP-200
    The Quartermasters store will generate extra resources at the same level as the Observation posts, connecting the Quartermasters Store to the HQ via a cable will increase revenue by 50% of what it is already. Training a Deputy will allow the Quartermaster General to be absent from the sector, although the sector will only generate 66% of its usual amount. The Deputy is not a playable character.
    Trains: None, but can reinforce.
    Abilities: Train Deputy (MP-300)

    Communications Outpost – MP-160
    Only buildings connected to the HQ via a cable can become a Communications Outpost.
    Trains: None, but can reinforce.
    Abilities: Select Arrival Point.

    Luftwaffe Command – MP-260, F-30
    Trains: Junkers Ju 87 Dive Bomber
    Abilities: Request Air Support (free)

    Bunker – MP-260
    The Army Group Centre Bunker already contains a machinegunner but can be garrisoned and turned into a Quartermasters Store or Communications Outpost.

    Blitzkriegs

    The Army Group Centre Doctrines are entitled Blitzkriegs and concentrate on different types of units. Each Blitzkrieg has an assault tree, and a support tree.

    Infantry Blitzkrieg: Doctrine concerned with infantry and their arrival times.
    Left Tier – Infantry Assault


    2 CP - Jäger Squad: Allows the request of Jäger Squads from the HQ.

    4 CP – Reinforcement Haste: All arrival times reduced by 33%

    4 CP – Veteran Grenadiers: All eastern Grenadiers will arrive with Vet 2 status.

    Right Tier: Infantry Support

    1 CP – Weapon Familiarisation: All infantry units will fight better with crew weapons, including that of the enemy.

    3 CP – Motorized Support: All infantry will arrive on Opel Trucks, or in the case of AA and Howitzers being towed by one.

    4 CP – Support Bombardment (M-200): Call in an off map Artillery Bombardment.

    Armoured Blitzkrieg: Doctrine concerned with armour and armoured abilities.
    Left Tier: Armoured Assault


    1 CP – Armoured Terror: The mere presence of Medium and Heavy armour is more likely to make Conscripts retreat.

    4 CP – Elefant Tank killer: Allows the request of Elefant Tank killers from the HQ.

    3 CP – Ratio Goals: Tank crews are given strict goals to achieve favourable kill:death ratios, every tank kill will result in resources being granted.

    Right Tier: Armoured Support

    1 CP – Mechanical Simplification: Pioneers and tank crews can repair armour much faster.

    2 CP – Reinforced Hull: Thicker hull armour allows tanks to take less damage from mines.

    4 CP – Continued Reinforcement: All increases in arrival time are removed.

    Support Blitzkrieg: Doctrine concerned with supporting units.
    Left Tier: Air Support


    1 CP: Ground-Air Support: Ground based anti-aircraft will prioritise the shooting down of aircraft, but will not be able to move.

    2 CP: Luftwaffe Support: Allows construction of Luftwaffe Command and request of Stuka.

    2 CP: Expert Ground crew: Refuel time for Stuka reduced by 50% percent.

    Right Tier: General Support

    2 CP: Camouflaged communications cables: Enemy cannot see cables unless with minesweepers.

    2 CP: Fuel conservation (M-100): Fuel income will increase by 25% but vehicles will move slower for 2 minutes.

    4 CP:Artillery Support: Allows construction of 21mm Mörser Siege Howitzer.

    There we go, all done. Hope they are useful!

    Cheers
    Mark

  17. #167
    blackmail
    Guest
    first sorry for my english

    it would be really cool a Company of Heroes 2 setting in japan, i say COH 2 because is a totally diferent "history" from coh and coh:of and i think it does not fix as an expansion pack.

    the japannese islands are really cool, specialy for a new engine, whit a lot of vegetation and water.

    some small islands like wake or iwo jima can be a map by itself

    like this:



    and in other biger islad like guadalcanal the map can be a part of the island.

    and it can be a naval artillery for a new doctrine for the americans... is like off map artillery but stronger and whit another animation.

    the japs can have a suicide doctrine, for artillery they can have a plane kamikaze stile crashing what you want to kill (tanks, buildings, etc), an off map scuad, this scuad can blow itself up whit anithyng around them.

    the japs must have bunkers underground and they can create tramps, and hide underground.

    that would be really cool

    sorry again for my english, i speak spanish, i hope u can understand what ive tray to say.

  18. #168
    I've got a fairly basic idea, nothing to do with new factions or anything.

    Perhaps a "Concede" button could be added to multiplayer matches, which would bring up a voting box. In a 1v1 if your opponent agrees you can end the match there and get on to other games. In larger games everyone, teammates included, would have to agree. Those conceding take a loss for the game, those being conceded to get a win.

    This would take care of those annoying games where something early in the game goes horridly wrong and you'd rather just move on to other games because there's no point in fighting on, but want to do the right thing statistics-wise.

  19. #169
    Sicj
    Guest

    Thx for Reading.

    After reading of the battle of kursk i just dont see why u cant put the russians in this game... so plz do.

    Plz make longer campaigns, the magic in your campaigns with this expansion was nice but id expect reinforcments to roll onto the map and reestablish to make the campaign a bit lengthier & to better prepare u for the online experience.
    More TAKE and HOLD objectives would be nice.



    A campaign mode similiar to Dawn of War: Dark Crusade series would be A++ but one thats unique and varied even when fighting on the same battlefields as prior. Unpredictable and well equiped enemys in any way you could serve would be a welcome challenge. Like officers or reinforcments or somthing that would come with there attack group to do just that to Blitz you right off the Bat.
    More recon missions or large battles involving defensive lines - advancment - retreat - more advancement - Final Assualt FTW only to be beaten back to your original positions thus is the unpredictablity of battles. lvls that long and unpredictable with such a challenge would be nice or better yet dont stop there and just add more to that.

    Increase pop cap.. PLZ even by a smidgeon.

    Plz increase map sizes in any way shape or form.

    Add an ESCORT ARMOR/GAURD AI for the love of sanity. The waypointing gets messy.

    2 or 3 concrete or dirt/sandbagged defensive positions in main starting zone on the edges for better defense.. One here or one there in any size or design would be nice.

    Plz update the AI to actually attack you head on. To be more aggressive.. and serious.

    I really have to say that 3 or 4 tanks of any faction grouped together should enable a dormant barrage ability for a high munitions cost with a large radius, the tank fire could scatter in the radius like indirect blind fire if that makes any sense.(tank explosions animations and effects)very unpredictable. A lengthy barrage one that doesnt stop for 45secs to 2:00m Since infantry are so powerful now it would give a reasonable buff to the tanks and they would have more than less desirable use given such varied purpose to make tank destroying teams to protect bases. its just more depth to your game.

    MAKE ALL TRACKED VEHICLES LEAVE TRACKS ON THE GROUND, especially in rainy weather YOU CANT HIDE TANKS THAT EASILY!!!! srry for caps.

    PLEASE do somthing with that FLak88 in defensive doctrine ive given up on building one in ranked matches since the expansion. I would expect a concrete bunker flak position one that is similiar to your new mortar bunker but not quite as big, a modest - large sized bunker no bigger than the Wehrmacht Quarters yet not as tall yet it has a pit at the top for the flak 88. Also give it entrenchments at the front for heavy cover and let it be manned by those mg42 units that pop out of the buildings hatches when u enable Fortify the Perimeter or just give it the ability to be garissoned for an anti infantry anti tank effect. I find it wierd to build a 150manpower +munitions for w/e bunker to give anti infantry with a 400 (?) manpower flak88 anit air/tank for a rounder defense. Why not simplify it and make it more cost effective with better defensive purpose for 550 - 650 manpower? I play your genius all the time but this would be a fantastic adjustment the wehrmacht under the defensive doctrine IMO.

    Also PLEASE ditch OFF MAP REINFORCMENTS on Infantry doctrine or at least give in to getting at least 2 SHERMAN and 2 ranger squads for 900 or 3 tank destroyers & 2 ranger squads for 1000 manpower the only bonus being the 2 ranger squads for free.. but at least thats a good punch to call in for all those command points.... off map reinforcment is the weakest ability in the game to me and many other players would agree... its so shorthanded and unpredictable for the last command tree skill.

    Somthing needs to be added or adjusted to Airborne Doctrine no clue what but its shorthanded and weak for endgame also.

    Armor Company needs 1 adjustment and its so annoying to whatch it happen in todays games. When u lose 2 tanks 2 will appear at the point of entry for off map units, well only those 2 will appear UNLESS u move those tanks to make room for the others being destroyed taking ur precious micro away from the current battle to do so... that is the silliest thing to have to go through and totally defeats the purpose of the armor company. This may be a gripe but this balances with what ive stated above and needs to be adjusted IMO.
    Ok im so done typing i love this game to death.. Thx THQ and Thx Relic for making this gaming goodness come our way and Thx for listening to our thoughts and opinions.
    Last edited by Sicj; 21st Oct 07 at 7:17 AM. Reason: Making this post more legible

  20. #170
    1. Be able to see the kills of each category of each emplacement. It's an important analysis tool to gauge how well they pay off. And it's damned entertaining.

    2. Demolitions upgraded sappers laying mines at twice the speed. It's a pricy upgrade and sappers are pricy. Goes well with the theme of demolitions. Repair sappers repair twice as fast, after all.

  21. #171
    Maybe Relic should think about introducing the concept of crossfire into the game.

    Thus, flanking a blob would be a viable tactic, and it would behoove a blobbing player to maintain his flanks in an assault. At the same time, it is not a direct nerf to blobbing. This would also give an indirect boost to FJs, commandos, airborne. Also, PE would be the most able to take advantage of it in a non-doctrinal sense due to their high mobility. I would think it would not apply to tanks, just vehicles and infantry vs. infantry.

  22. #172
    NFXFSX
    Guest
    Have the game setup configurations save so you don't have to redo it every single damn time you want to play skirmish for example.

  23. #173
    dedicated reverse button for each tank and/or vehicle. When clicked the vehicle will always move backwards.

  24. #174
    KevlarSoul
    Guest
    Modern War Version!

  25. #175
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    One thing I'd definitely like to see...Weapon upgrades for squads and vehicles only being allowed near base structures. For example, if you want to add a Panzershrek to a Grenadier squad, it has to be near an HQ or barracks.

    I'll also second the request for a unified means of acquiring veterancy for squads and vehicles of ALL races, preferably using the method employed for American troops as it requires zero micro.

  26. #176
    aulias
    Guest
    How about a chat channel for Australia/New Zealand?
    As far as I can see there isn't one at the moment, just lots of other countries capital cities.
    Just call the channel ANZAC, everyone will know what it is.
    Plus let us be able to save this channel as our default channel.

  27. #177
    Banned Ace651's Avatar
    Join Date
    Oct 2007
    Location
    Upstate NY, USA
    I would love to see a Defend Objective or Capture Objective gameplay/map type. I don't know if it is feasible or not, but it would be fun to have the Axis defending while the Americans attack or vice versa.

  28. #178
    Member
    Join Date
    May 2007
    Location
    The Void, deep in wildspace.
    I would really love to see attached specialists in a future expansion, like it was done in Dawn of War. I think it would be very fitting for any German or Western Allies faction. A whole faction could be made, which doesn't use individual squad upgrades, but rather has a lot of different specialists to be attacked to the normal rifleman squads, or to an officer to form a commando-style special force.

    Sargent: Armed with a submachinegun. Gives offensive boni through leadership, or increases the rate at which veterancy is earned.

    Squad Medic: Armed with a rifle or pistol. Adds a cheap or free healing ability similar to Axis Medpack and decreases the damage that is taken.

    Radioman: Armed with a rifle or carbine. Adds artillery call-in ability to squad. Increases stealth detection.

    Designated Marksman: Armed with a scoped rifle. Has higher accuracy than regular riflemen and adds a Snipershot ability to the squad.

    Machninegunner: He has a light machinegun. Nuff said.

    Tank Hunter: He has a Bazooka/RR/Panzerschreck. Nuff said, too.

    Assault Pioneer: Armed with a submachinegun or carbine. Has the ability to detect mines. Adds the ability to lay mines and demolitions, cut wire, lay wire, sandbags and tanktraps to the squad.

    Grenadier: Armed with a rifle or carbine. Adds the ability to throw frag grenades, smoke grenades and incendiary grenades to the squad.

    Recon Specialist: Armed with a suppressed submachinegun, or a rifle more accurate than normal, but less accurate than that of the Marksman. Increases vision and stealth detection.

  29. #179
    * Different Games types, World in Conflict seem to have taken the previous suggestions of tug of war, assault/defend variants etc. Be nice to have some others rather than just VP, domination.

    * Soviet expansion, T-34 and other lovely hardware.

    * More commander tree's. Why just 3? Add more for the existing fractions!

    * Sub-level command trees. So you complete one, then open up access to others for more specality.

    * Once you fill in your commander tree, instead of XP stopping, have it keep going and have other uses for the command points. Bonuses, additional units, something.

    * More game options like start with additional buildings. Start with a resource pool of units which you can place on the map before the game starts.

  30. #180
    I would like too see a feature where you can aim with your units. Like in Faces of war. Thats a great innovation!

  31. #181
    Member
    Join Date
    Jul 2007
    Location
    Antarctica
    Play taps if you loose while playing as America. It would be cool i think. Allow infantry to ride on tanks (like a mount button). Make the following distance fixed for Lt's and Cpt's. (they run then stop, jerky motions behind the squad they're following, the squad remains slow)

    ImmortalBadger

  32. #182
    Cidawo
    Guest

    Relic online userfriendlyness

    I dunno if this is the right place for this but shot.

    There are 2 things i like to take up.

    #1 For some reason it take ages to join (or attemt to) a game and it has been like this since vCoH. I have never clocked the time but it feels like it goes up to 30 sec from time to time. And that is a ridiculous long time for something that simple as join a game. I am not speaking of the load time to start playing just the joining the game "lobby" were u collect the players before u start.

    #2 Give us a feature to abort a joining try to a host that you can not connect to for some reason. As most of my tryies to get a game maby 50% end in host that can not be connected to and 50% of those (that is 25% of all games i try to join) it does not say "you can not connect to all the players in the game" but simply stop at the waiting "connecting to the game" and you are forced to alt+F4 the game and start it all over again.


    So simply try to make the connecting to game work alot faster and give ous a abort button when joining fails.

  33. #183
    Thirsty Camel
    Guest
    A Australian Chat is urgently needed with Aussies making up a good percentage of the COH community behind USA and UK players
    Should of been in the game since day 1

  34. #184
    It would be great to set unit behavior. For example: defend area, hold position, protect unit etc... Add the Soviets, Japan or the Itialians in the next game. Also, please make vehicle/armour AI better.
    Last edited by GUNN1st; 27th Oct 07 at 1:52 AM.

  35. #185
    Some suggestions (based mostly on skirmish games):

    - Player option to set the doctrine of Computer AI
    - If the above would be implemented, a random option for Computer AI. e.g. Random on Allies would choose from the 2 factions with each 3 different doctrines (6 total).
    - On the game rules/options, currently the game remember the last map you've played on. It would be nice if it also could remember the other options I chose like game type, starting resources, fixed/random starting locations, etc...

  36. #186
    Member bottenbreker's Avatar
    Join Date
    Sep 2007
    Location
    Belguim
    awarding medals in multiplayers like in the "battlefield" series and put the awarded with the player his stats.
    Gamers don't die, they go to the next level

  37. #187
    Nevada
    Guest
    well, an african corps expansion would be great!
    with italians, new british and no new german faction (or they would need another faction to the Allies, too)

    i'd hopw for a better using of the command tree, which means i want more abilities...

    the eastfront would also be great to play, or the developers return to the able-company on their way through france and germany itself...
    (i was too lazy to read the complete thread, so i'm sorry if anyone wrote that before me...)

  38. #188
    Senior Member Panzer Jager's Avatar
    Join Date
    Oct 2007
    Location
    Kingston, Ontario.
    scopeless G43 rolevariation for the Panzer Elite
    Wehrmacht AI build Grenadiers
    Panzer Grenadiersquad cost increase to 340 when upgraded to 4 man squad
    LMG42 replace MP44 upgrade

  39. #189
    I think it would be cool to have a 'commander' for every person online and maybe in the campaign aswell. The more you play games, the more experience you earn, and the more equipment and medalls you can buy. giving you stuff like off map artillery, better hand guns, etc. The 'commander' unit be like the british captains for example, but i think it would be a good personal touch players can take into games with them.
    wazzup wizard?

  40. #190
    turb0
    Guest
    It would be nice a clock on the screen during gameplay (timer) and instead of 4 Berlins and Londons to have like Bucharest, Budapest, Kiev, Sofia, Athens, (east EU) etc in the chat rooms. To have only two possible accounts reducing the Smurfing effect and to being possible automatch for only exercise without ranking if u choose so. Not to match wery different players because of the frustrations resulted in a row is unhappy costumers.. It is one reason why this game did not spread as much as it deserves..So
    let's summarise:-timer on screen
    -east EU chat rooms
    -exercise automatch
    -max two accounts per key
    -more balanced ranked automatch

  41. #191
    Senior Member Panzer Jager's Avatar
    Join Date
    Oct 2007
    Location
    Kingston, Ontario.
    i, too, vote for timers and max. 2 accounts.
    also, make an option for players to turn off the unit colours when they are behind objects (like in Rise of Nations)
    the fact that the icon is still there will still be enough to identify the unit, and also, being an option, how can u go wrong? i always hated the colours that show thur buildings, i cant take an MP screenshot quickly with it and expect it to look nice
    >:F (vampire)

  42. #192
    Member
    Join Date
    May 2007
    Location
    The Void, deep in wildspace.
    For god's sake make it possible to watch replays of older CoH versions.

    It was acceptable, when we were still able to have multiple versions of CoH on one PC to watch older replays, but since the patches are auto-forced, it is really getting on my nerves. I lost count of the number of replays I really wanted to watch, but couldn't, because Relic decided to patch the game yet again to a new version. It can't be so hard to enable the game to auto-adapt itself to an older version replay. I don't care if it takes 2-5 more minutes to launch the replay, if it was made possible at all.

  43. #193
    multy player
    Have a webpage of the world map. that the axis and allies take land by % of online wins for that game map, the # online multplayer % of wins on certian key game maps change the world view map automagicly.

    news updates would then be cool

    single player
    time line change have hitler executed or accedental death in 1939 and rommel take over concetration camps shutdown. make axis possibly winable of ww2. rommel give's japanese the blueprints for me262 jet fighter V2 rockets,flak 88's etc etc for massive shipments of same.

  44. #194
    cobalter
    Guest
    dont know if it was metioned but what about a meta map campaign like in dc of the world or just europe etc would be kool

  45. #195
    ruwedboy
    Guest
    would love to have an add on like Act of war had High Treason. With navy and air force units.


    also when you tick in the game lobby that your ready it shouldn't un tick if somone else changes to Pe or Wer. If your ready your ready basicaly.

  46. #196
    Member ViiKumi's Avatar
    Join Date
    Sep 2007
    Location
    Finland
    Do not make an expansion in a year or two, I hate the fact that some game developers make new expansion sets too fast, therefore the current game is filled with bugs etc, which the developers do not have time to fix, since the new expansion is taking all the time, and after the publishing, the new expansion is even buggier... seen it happen too many times!

  47. #197
    Gibbz
    Guest
    Ok what we really need is a demolish or delete button on turrets/sandbags/bunkers etc.
    Especially as the British, if you build to much defense it uses your population cap, and the only way to fix the problem is to sit there attacking your own buildings.
    It also sucks when you want to move your own tanks past some anti-tank walls and they take a nice scenic detour via the enemy base

    Id love to see this in the next patch!

  48. #198
    Omegakai
    Guest
    More doctrines, the ability to freely host custom maps , spamming delete to self kill units.
    more command points. tweaks to the older doctrines to make them more individual like the current ones. more unit types, more build able "out of starting zone" buildings.

    Larger 2 player maps with entire sprawling cities, but most importantly fixing the "can not connect to all players"

    Id like to use more "use abilities" on various units using ammo and fuel, more upgrades also.

  49. #199
    Member Gremlin Shoota's Avatar
    Join Date
    Aug 2006
    Location
    Waaagh!!! (St.Catharines, Ontario)
    *WARNING May lead to off topic "ness" (looooooooooong explaination, well not really that long)

    You should make tanks ABLE to run over slit trenches, since there so invincible to enemy fire already... make all medium and heavy tanks able to roll over trenches and killing the ppl who were in the trenches.

    This wouldn't damage the balance scale, but might ruin alot of british player's strategy. And the only way to kill them is to use a grenade (munitions) get a sniper (I think it was 360MP) but late in the game this would be so useful, because once I played a match and the map is Lyon (All bridges complete). It was 2 British vs 1 Wermacht and 1 PE (Me): The wermacht player kinda got obliterated by commando spam with there deadly demolitions, so I came back fighting with a division of PG with 3 Marder III's and 1Jagdpanther.

    So at first I broke through there frontlines with ease (specifically speaking: 2 AT Gun emplacements, 1 25pdr Emplacement, and a pile of tommies [MP44 FTW!!!]) and as a desperate attempt by them they literally SPAM trenches on every bridge/ground like bridge and not body could get through, my tanks (M3's) just sat there trying to destroy the trenches but he quickly replaced it so I just advanced since tanks can sort of jump over trenches (but discovered THEY JUST STAND INFRONT OF IT if people are in it >.<) and he had so many damned Commandos with PIAT's and destroyed all my tanks in under 30 seconds FLAT. (Including Jagd) and my MP44'ed PG's advanced after losing my tanks and got gunned down by some tommies, commando HMG's, mortar emplacements, 2 25pdr barrages... you get the point... and the game didnt end untill either I dropped or those 2 dropped... and I dropped.

    Please make this happen... as for british players... don't try this strategy at home: It may cause the opponents to get really fed up...
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the former." - Albert Einstein

  50. #200
    Member
    Join Date
    Aug 2006
    Location
    Austria
    I'm sure this has been suggested a number of times, but I'm just going to repeat it: Squads should be able to storm buildings and trenches.

    1. Ridiculous tactics like microing your squads to run around houses to kill a garrisoned MG would become redundant.
    2. Trenches would get a real disadvantage to exploit by any squad that comes close, not just those that have grenades or incendiary munitions.

    However, to make buildings and trenches no complete deathtraps, the attacking unit should get some serious penalties, unless they are equipped with weapons suited for close combat.
    Quote Originally Posted by Texture
    Shooting a Puma is like trying to explain a dream you had last night to a friend. Very difficult, hard to be accurate.

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