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[*ToV*] New Enhanced Combat Leader: Beyond Overlord ver.2.9.4 Released!!

  1. #1

    [*ToV*] New Enhanced Combat Leader: Beyond Overlord ver.2.9.4 Released!!

    Enhanced Combat Leader: Beyond Overlord

    Release Date: Early alpha – Public Beta Release Download latest opensource beta (ver.2.9.4) at moddb.com

    I’ve released another new beta, this takes the advise I received a from players and attempts to address some bugs. Please feel free to try it out and a give your input. It attempts to correct the missing key entries address glaring balance issues and introduce some new squads. please feel free to download the latest version and try it out and remember to leave your feedback.

    http://files.filefront.com/ECLb291ex.../fileinfo.html

    -Hosting Mirror

    http://www.moddb.com/mods/enhanced-c...leader-ver-294

    Installation:

    Copy all folders and the .module file into your Company of Heroes folder.
    Create a new shortcut (copy your old one) and start the game with these parameters:
    "-dev -mod ECL" e.g. it could look like this > "X:\Program Files\Company of Heroes\RelicCOH.exe" -dev -mod ECL"
    or for users of 2.602 patch install
    "X:\Program Files\Company of Heroes\RelicCOH.exe" -dev -nomovies -mod ecl"


    Is a multi-player game modification for Company of Heroes: Opposing Fronts that emphasizes tactical combat, realism, and historical accuracy by allowing players to command and deploy company size forces throughout the Normandy Overlord Campaign, players get to create and command authentic WW II Battalion Level formations. Through the advantages of the Relic essence engine players can enjoy a new game experience with many dynamic features that emphasize tactical command and control and exploits the dynamic elements of the living soldiers system by providing player squads many new ability enhancements which allow players to execute advanced tactical combat strategies, players can also execute squad level tactical orders and unit abilities in a smoother more intuitive way.

    Features:

    =================Units=================


    New unit; German "FallschirmJäger Gruppe" as new infantry
    New unit; German "Ostbattalion Gruppe" as new infantry
    New unit; German “Volksgrenadiere Submaschinengewehr Gruppe” as new infantry
    New unit; German “Volksgrenadiere Gemischt Selbstständig Tätige Kampfmittel Gruppe” as new infantry
    New unit; American "Platoon Headquarters" limited to 3
    New unit; American "Company Headquarters" limited to 2
    New unit; American “Battalion Pioneer & Ammunition Squad” limited to 1
    New unit; American "Battalion Headquarters Detachment" limited to 1
    New unit; American "Battalion Battery Forward Observation Detachment" limited to 1
    New unit; American "Regimental Anti-Tank Company Detachment Headquarters" limited to 1
    New unit; American "Regimental Pioneer Detachment" limited to 1
    New unit; American "Regimental Reconnaissance Detachment" limited to 1
    New unit; American "Divisional Combat Engineer Detachment" limited to 1
    New unit; American "Divisional Calvary Reconnaissance Detachment" limited to 1
    New unit; American "Corps Independent Tank Battalion Headquarters Detachment” limited to 1
    New unit; American "Corps Independent Tank Battalion Reconnaissance Detachment” limited to 1
    New unit; American "Corps Independent Tank Battalion (Medium) Company Headquarters Detachment” limited to 1
    New unit; American "Corps Independent Tank Battalion Detachment (Assault)” limited to 1
    New unit; American "Corps Independent Tank Battalion (Medium) Company Platoon” limited to 1
    New unit; American "Corps Independent Tank Battalion Service Company Ammunition & Supply Detachment” limited to 1
    New unit; American "Corps Independent Tank Battalion (Light) Company Headquarters Detachment” limited to 1
    New unit; American "Corps Independent Tank Battalion (Light) Company Platoon” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Headquarters” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Headquarters Service & Supply Detachment” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Reconnaissance Company Headquarters” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Reconnaissance Company Pioneer Detachment” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Reconnaissance Platoon Headquarters” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Reconnaissance Platoon” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Company Headquarters” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Platoon Headquarters” limited to 1
    New unit; American "Corps Independent Tank Destroyer Battalion Platoon” limited to 1
    New unit; American "Weapons Platoon Headquarters" limited to 1
    New unit; American "Heavy Machinegun Section Headquarters" limited to 1
    New unit; American "Light Machinegun Section Headquarters" limited to 1
    New unit; American "Light Mortar Section Headquarters" limited to 1
    New unit; American "81mm M1 Heavy Mortar Squad" limited 2
    New unit; American "60mm M2 Light Mortar Squad" limited to 3
    New unit; American "57mm M1 Battalion Anti-Tank Platoon Detachment" limited to 1
    New unit; American "57mm M1 Regimental Anti-Tank Company Detachment" limited to 3
    New unit; American ".30-cal. M1919A4 Light Machinegun Squad" limited to 2
    New unit; American ".30-cal. M1919A4 Heavy Machinegun Squad" limited to 1
    New unit; American "GMC CCKW 6x6 2-1/2 ton. [Troop Transport]" from Single Player
    New unit; American "GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]" from Single Player
    New unit; American "105mm M2A1 Howitzer Section" from Single Player limited to 2
    New unit; German "Opel “Blitz” 3-ton. 3.6-36 S. [Troop Transport]" from Single Player
    New unit; German "Opel “Blitz” 3-ton. 3.6-36 S. [Logistics & Supply]" from Single Player
    New unit; German "Flakvierling 38" from Single Player
    New unit; German "Flakvierling 36 88mm antiaircraft gun" from Single Player
    New Ability Weapon Bore Sighting

    All small arms, light machineguns, and anti-tank rocket launchers engagement, sight, and maximum range increased to 50m
    All ATG, artillery, heavy machineguns engagement, sight, and maximum range increased to 150m
    New tactical formations such as sections: 2 or more squads; squads: 9-12 squad members; teams: 2-4 men. To enhance game play with new combat elements.
    Rangers: receive SMG, Bazooka Upgrades
    German 3.7 cm Flak 43 auf Flakpanzer IV "Ostwind" limited to 2
    GMC CCKW 6x6 2-1/2 ton.(G-508) Truck, and Opel “Blitz” 3-ton. 3.6-36 S.[Troop Transport] can transport infantry squads reduce the recharge times on all munitions based abilities
    GMC CCKW 6x6 2-1/2 ton.(G-508) Truck, and Opel “Blitz” 3-ton. 3.6-36 S.[Logistics & Supply] reduce the recharge times on all munitions based abilities, and increasing the construction speed of buildings
    German Tanks have Armor Skirts and Machinegun upgrade selections for each unit deployed
    Unit build placement changed
    Added New Officer Abilities (Inspired Assault)
    Added New Waffen-SS Sturmtruppen Gruppe Abilities (Assault!)
    All Infantry, Crew weapons, and Self Propelled ATGs gain camouflage ability
    All Player controlled units with the exception of the goliath gain ability to detect camouflaged units
    Goliath sight range, engagement range and weapon damage modified
    All machineguns (with the exception of BAR, Fallschirmjäger Gewehr 42, Squad MG-42) gain Suppressive Fire ability
    All machineguns (with the exception of BAR, Fallschirmjäger Gewehr 42, Squad MG-42) gain Armor Piercing Burst ability
    Unless otherwise noted all anti-tank guns, self-propelled anti-tank guns, and tank destroyers gain First Strike ability
    Unless otherwise noted all anti-tank guns, self-propelled anti-tank guns, and tank destroyers gain Armor Piercing Shells ability
    American Battalion Battery Forward Observation Detachment can coordinate Overwatch Barrage, Victor Targeter, Air Reconnaissance, Strafing Run, and Bombing Run, fire missions when the Divisional Level Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 105-mm Gun Battery.
    American Battalion Headquarters Detachment can coordinate 105mm Howitzer Barrage, Creeping barrage fire missions when the Regimental Level Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 105-mm Gun Battery.
    American Company Headquarters can coordinate 81-mm, and 60-mm mortar artillery fire missions when the Battalion Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 60-mm or 81-mm mortar squad.
    American Platoon Headquarters, Weapons Platoon Headquarters, Light Mortar Section Headquarters, Light Machinegun Section Headquarters, can coordinate 81-mm, and 60-mm mortar artillery Smoke Barrage fire missions when the Battalion Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 60-mm or 81-mm mortar squad.
    All Mortars and Howitzers have their Bombardment and Smoke barrage abilities replaced with the Counter Battery ability (see company headquarters platoon for more details)
    American Battalion Headquarters Detachment, Company Headquarters, Platoon Headquarters, Weapons Platoon Headquarters, Light Mortar Section Headquarters, Light Machinegun Section Headquarters, units generate a command aura that affects all units within radius of effect

    ===============Custom/Others=============

    - Change ammo cap/fire rate of automatic weapons (More Historically accurate)
    - Historically accurate vehicle and weapon names
    - Unit Abilities and costs redone
    - Higher Unit Population Cap.
    - All New Doctrine System: reorganizes/amends default Company of Heroes: Opposing Fronts allied/Axis doctrines
    - New Artillery Abilities for US Infantry
    - SMG,RIFLE,CARBINE Tracers
    - Shell speeds higher
    - M4-POA-CWS 75-H2 Sherman (flamethrower) cost modified and receives new upgrades
    - Goliath cost modified
    - German 3.7 cm Flak 43 auf Flakpanzer IV "Ostwind" cost modified
    - New Sherman variants with new/modified upgrades
    - Created a new ballistic model for target acquisition, tracking and engagement for tanks that is based on real world physics which adjusts aim/time modifier ratios for all anti-tank weapons to match historic data values
    - Created a new method of calculating movement rates using real world physics to model as accurately as possible all historic data values of every vehicle in the game

    ===============Squad sizes================

    US Airborne Parachute Infantry Squad: 12
    US Airborne Parachute Infantry Platoon Headquarters: 6; 1 Medic*
    US Airborne Parachute Infantry Light Mortar Headquarters: 3
    US Airborne Parachute Infantry 60mm M2 Light Mortar Squad: 4
    US Airborne Glider Infantry Squad: 12
    US Ranger Rifle Squad: 10
    US Ranger Rifle Platoon Headquarters: 4
    US Ranger Rifle Company Headquarters: 4; 1 Medic*
    US Ranger Light Mortar Section Headquarters: 3
    US Ranger Light Mortar Section: 2
    US Rifle Squad: 12
    US Rifle Platoon Headquarters: 5; 1 Medic*
    US Weapons Platoon Headquarters: 4; 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Light Machinegun Section Headquarters: 3
    US Heavy Machinegun Section Headquarters: 6
    US Light Mortar Section Headquarters: 3
    US Heavy Mortar Section Headquarters: 6
    US Company Headquarters: 12; 2 Medics*
    US Battalion Headquarters Detachment: 6
    US Battalion Pioneer & Ammunition Squad: 9
    US Battalion Anti-Tank Section Headquarters: 6
    US Battalion Weapons Company Headquarters Detachment: 6
    US Battalion Battery Forward Observation Detachment: 3; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Regimental Pioneer Detachment: 9
    US Regimental Reconnaissance Detachment: 6; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Regimental Anti-Tank Company Detachment Headquarters: 6
    US Divisional Combat Engineer Detachment: 12; 1 .30-cal. M1919A4 Heavy Machinegun Squad**
    US Divisional Calvary Reconnaissance Detachment: 1 M8; 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Battalion Headquarters Detachment: 1 M3A1; 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Battalion Service Company Ammunition & Supply Detachment: 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
    US Corps Independent Tank Battalion Detachment (Assault): 1 M4-POA-CWS 75H2 Sherman (flamethrower) with Mine Flail*
    US Corps Independent Tank Battalion Reconnaissance Platoon Detachment: 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Battalion (Medium) Company Headquarters: 1 M4A3 (75)W Sherman; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Battalion (Medium) Company Platoon: 5 M4A3 (75)W Sherman
    US Corps Independent Tank Battalion (Light) Company Headquarters Detachment: 1 M5A1 Stuart; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Battalion (Light) Company Platoon: 5 M5A1 Stuart
    US Corps Independent Tank Destroyer Battalion Headquarters: 1 M8; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Destroyer Battalion Headquarters Service & Supply Detachment: 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
    US Corps Independent Tank Destroyer Battalion Reconnaissance Company Headquarters: 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Destroyer Battalion Reconnaissance Company Pioneer Detachment: 1 Pioneer & Ammunition Squad; 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
    US Corps Independent Tank Destroyer Battalion Reconnaissance Platoon Headquarters: 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Destroyer Battalion Reconnaissance Platoon: 1 M8; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Destroyer Battalion Company Headquarters: 1 M8; 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Destroyer Battalion Platoon Headquarters: 2 M8; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Corps Independent Tank Destroyer Battalion Platoon: 4 M10 “Wolverine”
    US Mechanized Rifleman Squad: 12
    US Mechanized Rifle Platoon Headquarters: 12
    US Mechanized Weapons Platoon Headquarters: 4; 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Mechanized Light Machinegun Section Headquarters: 3
    US Mechanized Heavy Machinegun Section Headquarters: 6
    US Mechanized Anti-Tank Section Headquarters: 6
    US Mechanized Light Mortar Section Headquarters: 3
    US Mechanized Heavy Mortar Section Headquarters: 6
    US Mechanized Company Headquarters: 12
    US Mechanized Battalion Headquarters Detachment: 6
    US Mechanized Battalion Pioneer & Ammunition Squad: 9
    US Mechanized Battalion Battery Forward Observation Detachment: 3; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    US Mechanized .30-cal. M1919A4 Light Machinegun Squad: 4
    US Mechanized 60mm M2 Light Mortar Squad: 4
    German Grenadiers: 9
    German Fallschirmjägers: 11
    German Waffen-SS Sturmtruppen Gruppe: 9
    German Ostbattalion Gruppe: 9
    German Volksgrenadiers Gruppe: 9
    German Volksgrenadiere Submaschinengewehr Gruppe: 9
    German Volksgrenadiere Gemishtselbsttätigkampfmittel Gruppe: 9
    US .30-cal. M1919A4 Heavy Machinegun Squad: 4
    US .30-cal. M1919A4 Light Machinegun Squad: 4
    US 60mm M2 Light Mortar Squad: 4
    US 81mm M1 Heavy Mortar Squad: 4
    US 57mm M1 Battalion Anti-Tank Platoon Detachment: 4
    US 57mm M1 Regimental Anti-Tank Company Detachment: 4
    US 105mm M2A1 Howitzer Section: 4
    Sturmpioniers: 3

    ===============Weapons==================

    - Paratrooper Squad - 2:M1A1 Carbines; 10:M1 Garand
    ---UPGRADE [AT:57-mm RCL; SMG: Thompson (2); BAR(2)]---

    - Ranger Squad - 2:M1A1 Carbines; 10:M1 Garand
    ---UPGRADE [AT:M6 Bazooka; SMG: Thompson (2); BAR(2)]---

    - Rifleman Squad - 2:M1A1 Carbines; 10:M1 Garand
    ---UPGRADE [SMG:M3 (2); BAR(1)]---

    - American Sharpshooter; Scoped M1903A4 Springfield
    ---UPGRADE(NONE)---

    - German Sniper; Scoped Kar98
    ---UPGRADE(NONE)---

    - German Grenadiers – 6:Kar98 k; 2:MP40; 1:Luger Pistole 08
    ---UPGRADE [AT:Ratekenpanzerbuchse 54; LMG:MG-42(1)]---

    - German Waffen-SS Sturmtruppen Gruppe – 6:Gewehr 43; 2:MP40; 1:Luger Pistole 08
    ---UPGRADE [AT:Ratekenpanzerbuchse 54; LMG:MG-42(1); SMG:StG44(2)]---

    - German Fallschirmjägers - 6:Gewehr 43; 2:MP40; 1:Luger Pistole 08
    ---UPGRADE [AT:Ratekenpanzerbuchse 54; LMG:Fallschirmjäger Gewehr 42(2); SMG:StG44(2)]---

    - German Ostbattalion Gruppe - 7:Kar98 k; 2:MP40
    ---UPGRADE(NONE)---

    - German Volksgrenadiere Gruppe - 6:Kar98 k; 2:MP40; 1:Luger Pistole 08
    ---UPGRADE [AT:Panzerfaust 100; LMG:MG-42(1)]---

    - German Volksgrenadiere Gemischt Selbstständig Tätige Kampfmittel Gruppe - 3:Gwhr 43; 5:MP40; 1:Luger Pistole-08
    ---UPGRADE [SMG:StG44(5); LMG:MG-42(1)]---

    - German Volksgrenadiere Submaschinengewehr Gruppe - 9:MP40
    ---UPGRADE [SMG:StG44(9)]---

    - US Bazooka-Team - 2:M1A1 Carbines; 1 Bazooka
    ---UPGRADE(NONE)---

    - US Artillery Forward Observation Teams - 2:M1A1 Carbines
    ---ABILITY(Victor Targeter, Overwatch Barrage, Creeping Barrage, Counter Battery)---
    ---ABILITY(Air Strikes)---

    ============Names (examples)==============

    Panzergrenadiere Zug
    Ostbattalion Zug
    MG42 Zug
    Waffen-SS Sturmtruppen Zug
    Volksgrenadiere Zug
    Sturm Pioniere Zug
    FallschirmJäger Zug

    Panzerkampfwagen IV Ausf F1, SdKfz 161
    Panzerkampfwagen IV Ausf H, SdKfz 161/2
    Panzerkampfwagen V Ausf G, “Panther”, SdKfz 171
    Panzerkampfwagen VI Ausf E, SdKfz 181, “Tiger”
    Panzerkampfwagen VI Ausf B Königstiger
    BMWR12
    10.5 cm Sturmhaubitze 42, SdKfz 142/2 "StuH 42"
    Sturmgeschütz IV (SdKfz 167) "StuG IV"
    Flakpanzer IV 3.7 cm Flak 43 auf. "Ostwind"
    Flakpanzer IV (2cm) auf Fgst Pz IV/3 Wirbelwind
    15 cm S.F.H. 18/1 (sf) Auf GW IV, "Hummel", SdKfz 164
    Panzerjäger 38(t) für 7.5cm PaK40/3, Ausf M, SdKfz 138, Marder III
    7.5cm Pak 39 L/48 auf PzJäg 38(t) Hetzer (SdKfz 138/2)
    8.8 cm Pak 43/3 auf Panzerjäger Panther (Jagdpanther) SdKfz 173
    Leichte Panzerspähwagen (2cm) SdKfz 222
    Leichte Panzerspähwagen (Fu) SdKfz 223
    Schwere Panzerspähwagen (2cm) SdKfz 234/1, Gerät 95
    Schwere Panzerspähwagen (5cm) SdKfz 234/2, Gerät 93
    SdKfz 250/1 leichter Schützenpanzerwagen, Gerält 891
    SdKfz 250/3 leichter Funkpanzerwagen, Gerält 893
    SdKfz 250/7 leichte Schützenpanzerwagen (schwerer Granatwerfer), Gerält 897
    SdKfz 250/10 leichte Schützenpanzerwagen (3.7cm PaK), Gerält 881
    SdKfz 251 Ausf D
    SdKfz 251/1 mittlere Schützenpanzerwagen (Wurfrahmen 40),
    Mittlerer Schuetzenpanzerwagen mit Wurfrahmen, SdKfz 251/1
    SdKfz 251/2 mittlere Schützenpanzerwagen (Granatwerfer), Gerät 892
    SdKfz 251/9 mittlere Schützenpanzerwagen (7.5cm), Gerät 909
    SdKfz 251/16 mittlere Flammpanzerwagen, Gerät 916

    M4A3 (76mm) Sherman
    M4A3 (75mm) Sherman
    M4-POA-CWS 75H2 Sherman (flamethrower)
    M10 Tank Destroyer "Wolverine"
    M26 “Pershing” (T26E3)
    Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)

    Credits:

    Want to say thanks to these people, for helping, and supporting the Company of Heroes Game Modification Community!

    -AGameAnx (for his help implementing the platoon script, AI codeing, and automatic territory capture SCAR code)
    -Papent (for allowing the open source development of the pofia mod to be used by the community)
    -Warnstaff (who makes a great AI mod!)
    -Halftrack (for his excellent Skins)
    -Blacklabel (for his excellent Skins)
    -Panzer Jäger for Gewehr 43 Skin
    -Sig21 (for all his help with my questions and the permission to use his Skins)
    -Sturmhaubitze (for all his input and helpful suggestions and ideas.)
    -Luciferum (for Historical Skins)
    -LoransKorn for this sound pack
    -tkross graphics designer
    -popadaddy map design
    -Unit Icons Provided By RGB.
    -Painter for some of the Grahics
    -Georider for some of the Graphics
    -newbaus for some of the Graphics
    -Xalibur for some of the Graphics
    -IrisDane for some of the Graphics
    -GnigruH for some of the Graphics
    -AnyKey for some of the Graphics
    -All the people from relic and the forum community for all they do to make great games even better!
    Last edited by hnunez; 1st Sep 12 at 2:46 AM.

  2. #2
    Panzern00b21
    Guest
    Pictures ? Screenshots ? Id like to see what im getting before i download it, thanks.

  3. #3

    More Information To follow

    I will continuously updating this thread and will provide screenshots very soon please keep checking back often for more update information.

  4. Company of Heroes Senior Member  #4
    Moderator Lethal Dosage's Avatar
    Join Date
    Sep 2007
    Location
    In the back of my mind.
    This sounds very promising! It'll be sad when this turns out to be a huge mod, but i think i'll figure out a way to still download it.

  5. #5

    The Game Modification

    This mod makes extensive modifications to the Company of Heroes game in fact the change-log that I have posted only shows a fraction of the changes that im making to the game. when the first release of the game is ready I will also post the tactics guide that will allow players to better understand the new game features that my modification makes available to players. I will be hosting the Enhanced Combat Leader game modification on filefront and provide two download options:

    1. the first option packages the mod in one complete package for highbandwith downloads.
    2. the second breaks the mod up into several smaller components for lowbandwith downloads.

    that way anyone with an internet connection can download the Enhanced Combat Leader modification for the Company of Heroes: Opposing Fronts game.
    Last edited by hnunez; 9th Feb 08 at 10:58 PM.

  6. #6

    Some updates to the changes that are in progress for the first release

    Custom/Other Changes:

    Modified Ability Zeal
    Modified Ability Supervise provides bonus modifier to construction time, and building production speed
    Modified Ability Inspired Assault
    Modified Ability for the Fatherland
    Modified Ability Suppressive Fire
    Modified Ability Armor Piercing Burst
    Created a new ballistic model for target acquisition, tracking and engagement for tanks that is based on real world physics that adjusts aim/time modifier ratios for all anti-tank weapons to match historic data values
    Modified Ability First Strike
    Modified Ability Armor Piercing Shells
    All Weapon attributes have been completely redone to matchup with historically accurate data
    Completely Reworked ballistic penetration system
    New costs system designed from historical data
    Created a new method of calculating movement rates using real world physics to model as accurately as possible all historic data values of every vehicle in the game
    Recalculated all turn horizontal, vertical speeds of tank guns to match historic data
    Secondary weapons upgrades improve vehicle visibility and detect concealment radius and these abilities also improve with veterancy
    Headquarters can be attached to their respective squad/section by via the squad attachment button control in the unit display menu this enables platoon/company leaders to follow their squads wherever the squad moves on the battlefield automatically
    Smoke reduces unit visibility unit sight range and unit detect camouflage range
    Last edited by hnunez; 9th Feb 08 at 10:58 PM.

  7. #7
    Member Cpt Otto's Avatar
    Join Date
    Feb 2007
    Location
    U.S.A.
    Looks very cool
    Last edited by Cpt Otto; 17th Sep 08 at 12:36 PM.

  8. #8

    Background Information

    Enhanced Combat Leader is a modification that will appeal to players who like historical accuracy, realism, and a tactical-level wargame that simulates the actions of approximately company or battalion sized formations in World War II. It is a detailed game system that will feature a campaign game module (after the first release).

    The first Enhanced Combat Leader Campaign will feature custom maps that will represent different historical locations during the Normandy Campaign. Players of the Advanced Squad Leader board game series will appreciate many of the changes that Enhanced Combat Leader will feature.
    Last edited by hnunez; 9th Feb 08 at 10:59 PM.

  9. #9

    Enhanced Combat Leader: update#1

    1. There will still be logistical buildings. The starting Headquarters will continue to serve a purpose, you still need build to infrastructure such as Barracks, Tank Depots, Kampfkraft centers, or any other base building.
    2. All units arrive from off the map. Nothing is built on the map, but is requisitioned from the appropriate structure and enters the game from the starting entrance road in your territory.
    3. You buy upgrades for your force. However there is an expansion to the upgrade progression tree which unlocks abilities and units this will change the progression of how old Company of Heroes abilities like "Escalate to Skirmish" unlock abilities and additional unit upgrades, which preserves the need to build structures such as Supply Depots (which will still be necessary in order to unlock units and additional formations.) but there are imposed limits preventing you from deploying powerful units initially, as well as cost and hard cap limits that all units have.

    In addition to these major points, there are a few more game play changes.

    4. You cannot build a single unit endlessly. There is a hard limit on the number of any particular unit that can be deployed during a game, and this limit varies depending on the company the player chooses (More on that in the other updates). This represents the reality that there is no infinite reserve of anything in an army.
    5. Off-Screen artillery can target enemy troops and hardened positions. The way Artillery is handled has been modified to work through special observers that direct artillery units to barrage the targeted area. If the observers can't see the target, the artillery can't fire on it. The observer's ability to call in an artillery strike has been modified, and special abilities that make all artillery of the specified type to fire on the enemy (Similar to Victor Targeter) have been added to both the axis and the allies.
    6. Infantry and weapon teams automatically conceal themselves when in cover. Infantry in light cover or better automatically disappear from view until you get within a certain distance of available cover, allowing them to sneak around the battlefield and ambush enemies but units do not retain this ability to remain concealed when in the open.
    Last edited by hnunez; 9th Feb 08 at 11:02 PM.

  10. #10
    I noticed a couple errors in your squad sizes. If you want true historical squad sizes, here's a few corrections you can make.

    Rangers: 11
    US Mechanized Rifle squad (aka Armored Rifle squad): 10 (note: No BARs, but had a Bazooka by default)
    US Battalion Pioneer & Ammunition Squad: 8
    Fallschirmjäger: 11
    US Mechanized Battalion Pioneer & Ammunition Squad: Didn't exist according to all my research, unless you're referring to the Divisional Engineer Combat squads which were 10 men.

    These were the main ones that stood out to me.

    The various company and battalion headquarter units would vary in size and weaponry depending upon the company/battalion in question, so really can't help too much there without being more specific.

    Otherwise, it looks like you're tackling the same sort of gameplay that my mod will be using too. I wish you luck, as there's always room for another realism mod

    EDIT: This website is very handy for doing squad/platoon/company/battalion research:
    http://www.bayonetstrength.150m.com/...l/site_map.htm
    Last edited by Sturmhaubitze; 3rd Feb 08 at 3:43 PM.

  11. #11

    Squad Size

    Thank you for your suggestions I always appreciate helpful comments and constructive suggestions so your input will always be appreciated, to clarify some of the unit formations and values will require some explanation about how Enhanced Combat Leader implements command and control at the squad level through the integration of unit command personalities who augment the squads by enhancing their stats and enabling special abilities.

    Certain nations organized their military unit formations to historically integrate NCO’s and Officers (sergeants, lieutenants ect.) in specific command formations at the platoon level others integrated them into the rifle squad and some of these values reflect that.(I use the Osprey publishing battle orders series, and for the Germans the US War departments handbook of German forces.)

    There are some revisions that I will have to make once I have researched more sources of information (this is of course based on Sturmhaubitzes suggestions) so there might be certain formations sizes that will be changed by the first release. These changes will be posted in a series of updates on this thread so keep checking in to receive more information about Enhanced Combat Leader.
    Last edited by hnunez; 9th Feb 08 at 11:03 PM.

  12. #12

    Command Doctrine

    Command Doctrines are intangible elements that are not based around abilities but instead determine the technical limitations of equipment and training which affect the organization of Defenses, the implementation of Blitzkrieg, and Terror tactics. The differences between Enhanced Combat Leader and Company of Heroes: Opposing Fronts is that the options players enable through the use of command points enable requests for reinforcement assets such as specialized infantry, artillery, and tank reinforcements; the selection of command options also unlocks unit abilities, weapon, and upgrades that enable special effects which enhance the combat effectiveness of units.

    Command Doctrines enable abilities that encapsulate the requisite authorization for off-board reinforcements or off-map artillery support. Most advantages of the old doctrine systems now are encapsulated in a tiered design structure by which modifiers are integrated into cost/penalty [-], benefit/bonus [+] architecture, which is then made available to units using a series of perquisite/requirement {conditional encapsulation}. The emphasis of Doctrines will focus on tactical strategy within the framework of historical "Doctrinal" limitations which are hard coded and beyond the players ability to control; the framework of the game orients players to conform their style of play and make the best of each formations inherent strengths and weaknesses rather than change these limitations.

    At the beginning of the game, every player must choose a unit command that predetermines what type of Company is available before they can begin deploying units. Your choice of the unit command type can only be chosen at the very beginning of the game and determines what units are available and in what quantity, you cannot undo your choice or pick another once you have made your unit command selection. The availability of equipment is based off actual Tables of Organization and Equipment (TO&E, or KStN for German companies) in use during World War II. Your choice of unit command also determines what Corps or Divisional assets are available to your company for purchase.
    Last edited by hnunez; 9th Feb 08 at 11:04 PM.

  13. #13

    Enhanced Combat Leader: update #2

    Historical accuracy - Doctrine is guided by strategic analyses, Military planners actively shape the viability and effectiveness of a military institution they and their decisions are directly responsible for the strength and weaknesses of a military/industrial complex and guide its development each step of the way. These leaders shape the institutional mentality of their forces and gain influence through reputation to affect innovations or other subtle changes. If a doctrine is flawed or half-heartedly implemented; the experiences gained will be hard won through costly attrition of forces against decisive counter-attacks and overwhelming defenses. Through massive assaults and rigid defenses high casualties develop; and although success is achieved eventually it leaves your forces shattered and barely combat effective.

    Military Command and Control - This aspect of doctrine analyses the strengths and weakness your Command and Control Hierarchy and its ability adapt to effectively to the influence of tactical innovations in a changing battlefield environment. The Enhanced Combat Leader method of play uses command personalities for squads these special characters within the squad give the squads access to a wide range of abilities, equipment upgrades, and provide combat modifiers which affect their unit’s combat effectiveness.

    Tables of Equipment & Organization - Historical tables of equipment & organization will provide detailed listings of the units weapons load outs to enhance realism and create an immersive experience, providing players with multiple game upgrade options that are both historically accurate and dynamic, impacting the combat effectiveness of the squads. the Enhanced Combat Leader weapon damage model has changed to the way weapon damage is handled in Company of Heroes: Opposing Fronts these enhancements directly affect the game mechanics of combat to provide greater realism and a better game experience
    Last edited by hnunez; 9th Feb 08 at 11:09 PM.

  14. #14

    Enhanced Combat Leader Update #3

    You begin the game with 500 Manpower, 50 Munitions, and 50 Fuel as resources. At any one time you can only have up to 1500 Population worth of unit’s active at one time (A squad of 1 man or 12 men still counts as its full cost for this calculation). Players use Manpower to buy units but all unit costs have been changed to fit into the new system (i.e. some have been reduced others have been increased). Unit upkeep will be increased, so that the closer you are to the 1500 Population limit, the less resources income is received to purchase additional units. This rectifies the problem with generating excessive surplus resources and places greater emphasis on territorial control. Resource income from territory will be enough to offset upkeep. Munitions and Fuel income will also be subject to upkeep but will be calculated as a rational value {upkeep modifier [+]} to place an incentive on capturing territory.

    There are requirements that effect how the core elements of your companies are made available for purchase. A nominal strength company is compromised of a Company Headquarters Platoon consisting of 2 or 3 Command Squads each with 6 to 12 men (restricted by the company type selected by the player) from this minimum core of units players form the nucleus of their companies combat forces expanding the size of each force to field support gun teams, basic transports, and other assets. If you want to field heavier assets like armor, you'll need to need to select the appropriate command menu options that meet the requirements necessary to bring your infantry company up to moderate strength and enable the availability of these additional assets for deployment. Players expand the core elements of their companies through the purchase of infantry squads which initially are nominally equipped and must be upgraded as the game progresses if a player sustains losses through combat it will be necessary to bring in more assets to replace casualties.
    Last edited by hnunez; 9th Feb 08 at 11:10 PM.

  15. #15
    Kulturbanause
    Guest
    Hey Hnunez your mod sounds pretty interesting.
    If you have to say at how many percent you are in progress between 0% and 100% what stage is your mod then?

    Kindest Regards

    K

  16. #16
    Probally not, because it also involves Americans, and the Wehrmacht.
    "Not a day goes by, that I don't think of the men I served with, who never got to enjoy the world without war." Major Richard Dick Winters.

  17. #17

    Release Date

    The tentative release date for the open beta is set for april, this will be an open beta release, players are encouraged to test the game and leave feedback along with game replays and detailed posts of any errors they encounter so i can debug any potential coding errors.

  18. #18

    Enhanced Combat Leader Update#4

    1. All guns have realistic penetration values. The KwK43 88mm on the Jagdpanther, Tiger II and other tanks are going to have historical penetration values for armor in mm with modifiers for penetration being penalized [-] the greater the distance projectile travels to hit a target. On the lower end, the KwK38 20mm on the SdKfz 234/1 and SdKfz 222 have lower chances of penetrating tank armor than higher caliber ATG’s except from the rear or when firing from shorter ranges where bonus[+] modifiers will be applied to penetration values. All tanks will also require changes to their statistics which will rectify game imbalance issues. Turret slew, rotation rate, and vehicle turning speed will be changed. While enhancing the disabling effect of anti-tank weapons such as critical damage effects for these respective weapons, as well as the type of combination effects against them to create a more dynamic game feel.

    2. All tank guns have their damage brought closer to historical values. The penetration values for all ATGs will be modeled from historic data, also damage will be modeled using the listed penetration for each ATG weapons respective projectile type for maximum realism. So the penetration values from smaller caliber projectiles will have less penetration at the same range as larger caliber projectiles but will still do significant damage if penetration does occur thus even damage sustained from smaller caliber ATGs will not be negligible.
    Last edited by hnunez; 9th Feb 08 at 11:14 PM.

  19. #19
    2. All tank guns have their damage brought closer to historical values. The penetration values for all ATGs will be modelled from historic data, also damage will be modeled using the listed penetration for each ATG weapons respective projectile type for maximum realism. So the penetration values from smaller caliber projectiles will have less penetration at the same range as larger caliber projectiles but will still do significant damage if penetration does occur thus even damage sustained from smaller caliber ATGs will not be negligible.
    Agreed, something most people often don't realize. The shell itself does some damage, and a larger shell will inflict more damage, but the fragments of armour dislodged from the penetration are a big factor too. A tank's survivability is all in deflecting incoming rounds or not getting hit at all; if the tank is penetrated, it will likely be knocked out, immobilized, or the crew killed/wounded.

  20. #20

    Enhanced Combat Leader: Game Dynamics

    Also, since Im a big fan of Advanced Squad Leader I wanted to incorporate a lot of the great things that I really enjoyed about It that is why players of Enhanced Combat Leader will find that there are many changes to the Company of Heroes: Opposing Fronts game mechanics like unit squad sizes, weapon loadouts, and the addition of command personalities (which is the ASL equivalent of heroes, officers, and other special characters) also there are many changes that add realism, historic accuracy, and a dynamic game feel, such as the effect of weapons damage and how players call in artillery.
    Last edited by hnunez; 9th Feb 08 at 11:16 PM.

  21. #21
    Member Tod3sEnGEl's Avatar
    Join Date
    Nov 2006
    Location
    Bavaria
    could you change two unitnames please?
    it really hurts in my eyes

    Volksgrenadiere Submaschinengewehr Gruppe
    1. Volksgrenadiere makes no sense
    2. Submaschinegewehr is nonsense too...you can't combine a english with a german word
    best name would be : "Volksgrenadier Sturmtupp" which means "Volksgrenadier Stormsquad"

    Volksgrenadiere Gemishtselbsttätigkampfmittel Gruppe
    1. Volksgrenadiere again
    2. Gemishtselbsttätigkampfmittel written wrong
    you write : "gemischt selbstständig tätige Kampfmittel"
    but i don't know what you mean with Kampfmittel?

    and something else....that's not that important but you don't call squads "Gruppe" a squad is "ein Trupp"
    you don't say a paratrooper group, do you?
    Hört ihr unsern Schritt?
    Fallschirmjäger
    Waffenträger
    Alle müssen mit
    Bleibe auch du nicht zurück

    Mädel, lass mich gehn
    hörst du sie singen
    schau wie sie springen
    kann nicht stille stehn
    Mädel ach lasse mich gehn

    Laufschritt, Singsang und Zählen
    Mädel ich kann nicht wählen
    Meine Kameraden ich fand

    Führ uns General
    Führ uns zur Hölle
    wir sind zu Stelle
    Fallen wir einmal, siegen wird unser Fanal

  22. #22

    Volksgrenadier Units

    Thank You for your input since im using and online English to German dictionary it’s kind of hard to get the exact wording right, so appreciate any one who can actually correct the grammatical errors in the name translations. Volksgrenadier Infantry Companies units had a very different organization from the standard Heers grenadier companies because they employed a combination of the following:

    1.(2) sub-machinegun platoons consisting of (2) SMG equipped squads [actually equipped with Sturm Gewehr 44] which is where the reference "Submaschinengewehr" comes from and a mixed weapons squad which is what the term "Gemischt Selbstständig Tätige Kampfmittel" which should mean semi-automatic mixed weapons squad.

    2.(1) rifle platoon with a configuration equal to a typical grenadier unit.

    I would appreciate any further assistance you could provide in getting the names more accurate because it would really help if names were correctly written so people who can actually speak German would not be offended at having their native language incorrectly displayed in the future.
    Last edited by hnunez; 9th Feb 08 at 11:20 PM.

  23. #23

    Enhanced Combat Leader: Historical Accuracy

    Enhanced Combat Leader places a lot of emphasis on historic accuracy, realism, and dynamic tactical combat. I want players to have a dynamic game experience that will enable them to play tactically oriented games where they rely on cover to screen their troops from fire and try to evade enemy detection by maneuvering their forces around the battlefield and ambush their enemy with a lethal concentrated automatic firepower and coordinated artillery strikes. As players move their units around the battlefield the emphasis is placed on detection and engagement of enemy concentrations of infantry and destroying them, gaining territorial control becomes very important also in Enhanced Combat Leader because it provides resources which are vital to expanding a players core forces but the most successful players will balance territorial control with consistent combat against enemy forces in order to gain vital combat experience from fighting the enemy to earn enough command points which will unlock access to more abilities and special units to further expand and upgrade their core forces.
    Last edited by hnunez; 9th Feb 08 at 11:32 PM.

  24. #24
    Every Kriegsstärkenachweisungen (KStN) I've read lists a squad/section as a Gruppe (Gruppen plural). Maybe the modern day usage of the word has changed, but back then that's the term they used in the military. Trupp was used, but usually for things that weren't a platoon's squad, like Zugtrupp (the platoon command section), or Instandsetzungztrupp (the maintenance detachment for some companies). Here's a sample KStN detailing a Panzergrenadierkompanie : (http://chrito.users1.50megs.com/kstn...4bgp1aug44.htm

    And here's all the collected KStNs:
    http://chrito.users1.50megs.com/kstn/kstnmain.htm

    Some translations for the KStNs on that site:
    1. Zug -> 1st Platoon (2. Zug, 3. Zug, etc.)
    Zugtrupp -> platoon command section
    Gruppe Führer -> company command
    Kompanieführer -> company commander (Usually Hauptmann or Oberleutnant rank)
    Kompanietrupp -> company command section under the commander
    Gruppe -> squad/section
    3 Gruppen -> 3 squads/sections
    2. Gruppe -> 2nd squad/section

    Submachine-guns were Maschinenpistole in German (Hence MP). Here's the KStNs for the Grenadier formations issued with StG44s:
    http://chrito.users1.50megs.com/kstn...31cv1nov44.htm
    http://chrito.users1.50megs.com/kstn/kstn131v1sep44.htm

    And here's the Volksgrenadier formation that has MP40s instead:
    http://chrito.users1.50megs.com/kstn/kstn149v1sep44.htm

    M.P.Gruppe is used for the SMG/StG44 armed squads, so Maschinenpistolegruppe would be correct. Though to keep things less wordy, Volksgrenadier M.P.Gruppe is probably best.

    As you can probably tell, the Germans issued a lot of paper formations. A few of them never were established, and at any one time you'd find several in use for the same type of unit, as not every company/battalion was re-equipped accordingly. Also the date of the KStN is just when it was written, not when units started to use it. So the most accurate you can get is to go by several for the same unit for the same time period, and sorta draw on the most common aspects and have the other stuff as optional.
    For Panzer Lehr, there's a late 1943 Panzergrenadier KStN that gives 3 Panzerschrecks to every Zug. Only Lehr used that KStN for its PzGrens.

    To add to Tod3sEnGEl's corrections, here's some assistance on german pluralization:
    Grenadier (and all variations with another word in front) - add "e"
    Pionier - add "e"
    Jäger - do not change

    Though if the word is being used as an adjective of sorts, like "Volksgrenadier Squads", then you pluralize the last word, so "Volksgrenadier Gruppen" for the plural, since "Gruppe" is the word and "Volksgrenadier" is just describing what kind of squad it is.
    Last edited by Sturmhaubitze; 9th Feb 08 at 1:12 PM.

  25. #25
    Reinhold
    Guest
    DO you plan to incorporate large maps like the ones in Squad Leader?

  26. #26
    Member IndigoSpyder's Avatar
    Join Date
    Dec 2007
    Location
    Operating Room
    Will Warnstaff work on AI for this mod?

  27. #27

    Enhanced Combat Leader: Mapping

    There will be a new map pack that will follow the Enhanced Combat Leader mod release which will feature 13 new maps from the actual Omaha beach landings using the historic bigot classified map which will be sectioned into scaled 1024+ x 1024+ meter squares (similar to the advanced squad leader game boards) that will cover the Omaha, and Utah landing sites. The single player beach landing campaign maps will be scar coded so that allied players get the correct amount of units that the Americans actually landed on the beach in reinforcement groups every few minutes and will follow the timelines from actual historic accounts, the German units will also receive off-board reinforcements from their divisional reinforcement pool, but that information will be released in a special document that will be included with the map download.

    Since Enhanced Combat Leader is currently under development by only me/myself I would appreciate it if any Dedicated Map Designer from the tremendous pool of talent that the modding community has to offer, and who would enjoy working on this project to contact me. I have developed a large collection of source (*.sga,*.sgb) files and additional information that I would share that with anyone who would enjoy the challenge of working on the mapping project.
    Last edited by hnunez; 10th Feb 08 at 12:50 AM.

  28. #28
    @Sturmhaubitze thank you for all your help, I appreciate your contributions very much the information and site links you provided me are very helpful and will go very far in helping me get the unit names and organizational structure of the German army units as historically accurate as possible.

    @Cpt.Otto a Company of Heroes (Non-OF) version of Enhanced Combat Leader will follow after the Enhanced Combat Leader: Beyond Overlord for Company of Heroes: Opposing Fronts release but that version will be an entirely different version from the Enhanced Combat Leader module for Opposing Fronts; because of the fundamental differences in the game engine mechanics between Company of Heroes (Non-OF) and Company of Heroes: Opposing Fronts therefore some features that are available to players of Enhanced Combat Leader for Company of Heroes: Opposing Fronts will not be available to players of the Enhanced Combat Leader for Company of Heroes (Non-OF) In addition to the differences in features between the two different versions of Enhanced Combat Leader the name for the Enhanced Combat Leader Company of Heroes (Non-OF) version will be Enhanced Combat Leader: The Crucible of Iron which will have its own forum thread posted separately after the game module is Released.

    @IndigoSpyder I have not spoken to Warnstaff about making an AI specifically for the Enhanced Combat Leader: Beyond Overlord module, but I will give him and Cpt.Combat credit as code developers who do AI script and SCAR coding because it requires exceptional talent and programming expertise to do. They are the pioneers of AI script and SCAR coding on our forums and it is from their work that I was able to learn how AI actions are controlled and what files those controls depend on. It is also the combined efforts of so many other wonderful people who contribute through this forum that makes Enhanced Combat Leader: Beyond Overlord so great; So it is only natural that I give credit where credit is due and recognize that this mod is great because of all the contributions from the members of the forum community who by helping each other in the spirit of cooperation contribute their opinions and helpful suggestions to provide significant contributions to the development of Enhanced Combat Leader.
    Last edited by hnunez; 10th Feb 08 at 12:42 AM.

  29. #29

    Enhanced Combat Leader: update #5

    Sight ranges on all units are set to historical values; a camouflage detection radius is applied to all units. The ability to see terrain and enemies in the open is uniform across the board, but spotting hidden enemies varies in difficulty for different types of units. A medium or heavy tank is a very poor choice for spotting concealed units, while infantry are much better, and reconnaissance units are the

    Gun ranges have been scaled within new sight ranges. The maximum range of a direct fire gun is varies between weapons due to different effective ranges, and weapons vary dramatically in range. However modifiers are applied to weapons so that as range increases, a penalty modifier [-] is applied to accuracy. Small arms ranges will occupy the variable ranges in meters at approximately 50m and below, and tank guns are 150m and up in range. Infantry anti-tank rockets have an approximate range of 50m, making it crucial that infantry ambush tanks at shorter ranges and not during the approach or in the open where a tank can exploit its superior range advantage, vehicles also have different sighting characteristics which are dependent on several important factors such as the type of vehicle, whether the secondary armament of the vehicle has been enabled or not, and veterancy which improves the ability of a tank crew to visually identify and track targets during engagements at longer ranges.
    Last edited by hnunez; 20th Oct 10 at 3:04 AM.

  30. #30

    Enhanced Combat Leader: update #6

    Today I am releasing the first series of Loading Screens for the Enhanced Combat Leader game this series of images will show during the loading phase of Enhanced Combat Leader during both the skirmish and multi-player games, these images should provide an idea of what Enhanced Combat Leader is all about.
    Attached Images
    Last edited by hnunez; 13th Feb 08 at 7:53 AM.

  31. #31

    Enhanced Combat Leader: Update #7

    Unit deployments follow several Layers of escalation which enable a variety of units and abilities starting at the lowest tier which is the battalion level, then escalating to the regimental level and finally ending at the divisional level, where off-map artillery support provided to command units enables additional supplemental barrages types, and additional platoon options for support. There are also plentiful bazooka weapons at the infantry platoon level and M1 57mm ATGs which are also supplied in limited numbers. Flamethrowers are available to Specialized Combat Engineer Infantry Squads. However, this historically all went through the Division's chemical warfare officer, so you can't deploy Flamethrower-equipped squads until you get to Divisional level support. US player will not have any flamethrowers immediately available at the beginning of the game.

    Infantry Rifle Companies do not deploy M26 Pershing, M4 Sherman Calliope, or receive the M6 76mm Gun Upgrade options because those are exclusively available to Armored companies, but compensate for the limitations by the sheer amount of artillery firepower that the Infantry Rifle Companies can deploy; also all infantry can dig-in by building entrenched defenses, which makes them more difficult to dislodge they are defending against attacks. American Infantry, and to a limited extent Airborne Divisions, received more motor transport for their squads and sections than the Germans receive for the same Infantry squad type. Units like Armored Rifle squads, and Panzergrenadiers will have mechanized armored transport as a squad upgrade available that calls in one transport vehicle per squad. This option will be available in the ability selection menu of the squad.
    Last edited by hnunez; 13th Feb 08 at 5:37 PM.

  32. #32
    The flying StG44 in the 4th loading screen is a bit comical

    So it looks like you're only modelling (motorized / mechanized / foot) infantry forces? If so, then a historical battalion/regiment/division escalation system will work great. I unfortunately had to abandon that plan of a rigid echelon system as I also wanted to model armoured companies, and their battalions vary wildly from nation to nation. For example, the British Armoured Battalion is seriously weaker than the equivalent US and German battalion.

    I look forward to seeing more about this mod

  33. #33
    hnunez,

    Wow this mod sounds and looks great...eagerly await your release.

    As an old fart who used to play the Close Combat Series ive been waiting for a mod that uses the graphics of a COH but the realism of the Close Combat system.

    As well it will be nice to focus on tactical considerations and not base building/resource mining...a total game breaker for tactically minded gamers...and those who arent micro click happy.

    cant wait to sink teeth into this one!

    Keep at er! and thanks in-advance for the efforts!

  34. #34
    @Sturmhaubitze: the system of unit deployment in Enhanced Combat Leader is a hybrid of both the best features of the Advanced Squad Leader and the Close Combat game series, unit deployment in Enhanced Combat Leader favors well balanced combined arms and small unit tactical combat approach. where players deploy a mix of both infantry and tanks in close coordination with an emphasis placed on territorial control and maneuver warfare to achieve victory through aggressive and decisive battlefield maneuvers, and not by out producing or fielding the best units the fastest but instead by how aggressively they seek out to seize the initiative and eliminate their opponents ability to wage war.

    This system also enforces a well balanced game approach because players cannot spam any one unit endlessly. It also counter balances the all the realism, and historical accuracy, with playability because every force gets armor support of one type or another, because the Enhanced Combat Leader game system provides a method by which all infantry have access to the assets from the Corps Level of Command which provides tank support for all its divisions to a limited extent, so players can certainly get the excitement of facing off against each other with heavy tanks like the Pershing or the King Tiger, or they can get panthers and jagdpanzers to face off against M10s, M4A3-W(76-mm) Shermans, M4A2-W(75-mm) with 34T “Calliope” support.; or encounter German units equipped with Marder III’s, StuGs, StuH, Hetzers, Panzer IV ausf.H and/or Panzer IV ausf.F1s the possibilities are endless and only the players themselves will decide what combinations they choose to use in order to match their particular playing style.

    @Hanz gooblemein: thank you for your kind words, let me just tell you that you will not be disappointed by Enhanced Combat Leader because it designed for players like you, if you enjoy the Close Combat game series and the Advanced Squad Leader board game series then you will definitely want to download and play Enhanced Combat Leader: Beyond Overlord.
    Last edited by hnunez; 14th Feb 08 at 2:08 AM.

  35. #35
    American players will require the support of heavy allied armor like the M26 Pershing Tank to counter the Tiger II "Königstiger" because the M26 Pershing is the only tank that can engage heavy German armor effectively by firing HVAP rounds from its main gun which was historically capable of penetrating the Tiger II's frontal armor. The M26 Pershing tanks armor was comparable to the Panther's which gives the Pershing the best chance to survive an engagement vs. the Tiger II. With other allied tanks such as the Sherman’s or Wolverines a player would be forced to flank the Tiger II but with the Pershing an allied player can engage enemy tanks like the Tiger II head-on.

    Commonwealth forces have the Churchill VII, Cromwell IV, Sherman V, M10 "Wolverine", M10C "Achilles", and Firefly VC, all of which can penetrate with flank shots (with the 17pdr and 3" guns providing a greater chance for penetration). Out of all the tanks in the British arsenal only the Churchill VII tank can sometimes deflect the Tiger II's KwK43 gun, while all the other tanks must use cautious tactics and make use of cover to have any chance of survival in engagements against the Tiger II. Also since the Germans organized the Tiger I and II into independent heavy tank battalions, only German Panzer companies can field them. However, the support cost you need to pay for a heavy tank platoon will be quite high (the Tiger II costs 50% higher than a Tiger I E) and a player may only requisition one platoon per game. So players can deploy Tiger II tanks, but their cost is expensive, and their loss is irreparable and players will not be able to field more than one platoon at a time.
    Last edited by hnunez; 20th Jan 10 at 5:46 PM.

  36. #36
    American players will require the support of heavy allied armor like the M26 Pershing Tank to counter the Tiger II "Königstiger" because the M26 Pershing is the only tank that can engage heavy German armor effectively by firing HVAP rounds fromits main gun which was hstoically capable of penetrating the Tiger II's frontal armor.
    This is true. They found out with test firings after the fact that it could, with HVAP, punch through. Though it wasn't a guaranteed penetration.

    The M26 Pershing tanks armor was comparable to the Tiger II's which gives the Pershing the greatest chance to survive an engagement vs. the Tiger II.
    Unfortunately no. The Pershing's frontal armour was comparable to a Panther, so it stood little chance of surviving an incoming 8.8cm KwK43 round from a Tiger II. In terms of a head-to-head match-up, I'd still put money on the Tiger II winning nearly every time.

    Pershing's turret front/mantle was 102mm / 144mm at 0 deg slope, and it's front hull glacis was 102mm at 46 deg slope.

    Tiger II's Porsche turret front/mantle was 100mm / 80-100mm at a rounded slope (more effective than flat), and it's front hull glacis was 150mm at 50 deg slope.

    With other allied tanks such as the Sherman’s or Wolverines a player would be forced to flank the Tiger II but with the Pershing an allied player can engage enemy tanks like the Tiger II head-on.
    Though from the side or rear, the Tiger II's armour was only marginally better than a Tiger I's. Out-numbering a Tiger II is a given, if you've set the cost to something reasonable, and out-flanking it won't be a big deal with fast Shermans and Wolverines, so a Pershing shouldn't be needed. For fighting Tiger I's and Panthers head on, the Pershing was historically capable.

    Armour thickness/slope source : http://www.freeweb.hu/gva/weapons/introduction.html

  37. #37

    Enhanced Combat Leader: Beyond Overlord Update #10

    @sturmhaubitze: thank you for the link to the research site it has been very helpful in getting this project on track and has sped up things quite a bit as always I owe you a debt of gratitude. So Ive decided to provide you with another update on the progress of Enhanced Combat Leader:

    In general, all armored cars get an improvement to their reload times , they now fire at their historical rate of fire. Additionally they can now reveal camouflaged/ambushing units within a radius somewhat shorter than jeeps and motorcycles, but higher than tanks making them very useful for reconnaissance. Veterancy boosts emphasize speed and avoiding hits, rather than making them tougher (with penalty modifiers [-] applied to the accuracy of ATG fire against them due to their size and movement speed), placing an emphasis on staying mobile to increase survivability without unbalancing their historic armor protection values.

    Schwere Panzerspähwagen 2cm; 5cm SdKfz 234/2,statistics will be changed to reflect their utility, flexibility and lethality they provided troops by enhancing their resistance to infantry small arms fire, and improving their anti-personnel damage. These units capture strategic points, engage enemy forces, scout approaches, and detect heavy armor from longer ranges their command and siphon resources from enemy held territories to deny the enemy access to the resources they need.

    SdKfz 251/1 Mittlere Schützenpanzerwagen this halftrack upgrade is available to Panzergrenadier Mechanized Infantry formations, which would be unlocked once the player makes the appropriate selection in the doctrine tree. It can be purchased by the Infantry Platoons to transport troops, and the cost to deploy is inexpensive. SdKfz 251/1 Halftracks also provide protection to nearby troops. (If your troops are in or behind an SdKfz 251/1 a cover modifier [+] so as to make themselves harder to hit and less likely to get hurt. This simulates actual halftrack tactics of dismounting in the fray.)

    SdKfz 251/1 Wurfrahmen 40 ("Stuka zu Fuss or Walking Stuka") this halftrack upgrade is available to Panzergrenadier Mechanized Infantry formations. which would be unlocked once the player makes the appropriate selection in the doctrine tree; the vehicle can also transport troops. Barrages will now cost munitions to fire, but will have a restriction {unit_ratio_hardcap} that limits the amount of units that can receive this upgrade. Panzergrenadierkompanie (Type 1944) Mechanized Infantry formations began to supplement their off-map artillery battery with the Wurfrahmen40 28cm rockets in their artillery regiments.

    SdKfz 251/2 Mortar carrier was an open-topped halftrack with a GW34 Mortar team inside. Essentially a faster and better protected mortar. Panzergrenadiers Mechanized Infantry formations and other mobile companies used these vehicles as artillery support which would be unlocked once the player makes the appropriate selection in the doctrine tree.

    M4 Sherman “Crocodile” will have it name changed to the historic designation ‘M4 POA-CWS 75-H2’ which was the most common battlefield augmentation of the Sherman tank and were based around the M4A3 Hull and Turret but mounted the flamethrower next to the 75mm gun.

    Rocket Launcher T34 Calliope This tank will be a reinforcement call-in that is specific to the Armored Rifle Company. To compensate for the Armored Rifle Comanies not getting their own 105-mm assult gun battery, they have access to on-map rocket artillery via the Sherman T34 Calliope which had 60 4-6" rocket tubes mounted above the turret with 2 sets of 12 tubes on bottom. And had a 75 mm gun which fired a 14.4 lb AP shell at a muzzle velocity of 2,050ft./sec. However the Sherman T34 was incapable of using its main gun while the rocket tubes were mounted, so it's only armed with the hull and coaxial machineguns. The initial delay before a barrage will be increased but the purchase price of the Sherman T34 will drop considerably.

    the prices for units are based upon the value of a units manpower ammunition and fuel and are based upon historical documentation reflecting the cost of their real world values in monetary/labor time and availability also certain upgrades are restricted to particular types of units.
    Last edited by hnunez; 3rd Mar 08 at 12:14 PM.

  38. #38

    Enhanced Combat Leader: update#11

    I have reworked the command trees and made changes to the factions all allied, and axis command trees the current list represents the historic information for of all the forces that fought at during the entire normandy campaign which are listed here by nation:

    American

    V. Corps (1st, 29th Infantry Division & 2nd, 5th Ranger Battalions) Elite Ranger and Infantry Rifle company sized forces with Motorized transport and Tank/Tank Destroyer Battalion Support at its disposal.

    -Former allied Airborne tree:
    VII. Corps (101st, 82nd, and 4th Infantry Divisions) Elite Parachute/Rifle Infantry company sized forces with ATG, armored cars, and light tank (from the Divisional Calvary reconnaissance Troop) and limited Tank Battalion Support.

    -Former allied Armor tree:
    2nd [H], 3rd [H] & 5th Armored Divisional Combat Command provides numerous Armored Infantry Rifle Company assets combined with strong tank support from Armored Artillery, Cavalry Recon Troop, and Specialized Tank elements.

    British

    -Former UK artillery tree:
    I Corps: 3rd Infantry Division, 27th Armoured Brigade, Canadian 3rd Infantry Division, and Canadian 2nd Armoured Brigade Canadian Infantry Rifle Company including tank and artillery support.


    -Former UK Commando tree:
    6th Airborne Infantry Division (including Glider Inf., and Royal Army Commando Troop Air Landing Companies) British Airborne Division with light armor and vehicle support.

    -Former UK Engineers:
    XXX Corps: 50th (Northumbrian) Infantry Division and 8th Armoured Brigade, Mechanized Infantry with tank and artillery support. Motor Company, Armored Squadron, Tank Squadron. 79th Armoured Division which operated specialist armour ("Hobart's Funnies") for mine-clearing, recovery and assault tasks which were distributed around the Anglo-Canadian beaches.

    German

    7th.Armee:

    The Axis wermacht faction becomes the 7th armee a defensive faction with limited mechanized/motor transport and tank support this faction emphasizes infantry coordination and provides player some of the best defenses of the game players receive numerous infantry at relatively little cost which are supported by a wide variety of defensive emplacements however armor support is limited and mechanized/motor transport is more expensive this is offset by good artillery and elite infantry which can deploy many static defenses and have exceptional ambush and concealment based ability perks.

    -Former axis defense tree:
    LXXXIV.Armeekorps:716.Infanterie-Division, 352.Infanterie-Division,709.Infanterie-Division,319.Infanterie-Division,Ostregimentstab 752 Grenadier Infantry Kompanies with limited armor support consisting of 75 mm PaK40(Sf) auf Geschützwagen 39H(f), Hotchkiss Modèle 1935, H-39 Light Tanks, Sturmgeschütz IV (SdKfz 167) and Panzerjäger 38(t) für 7.5cm PaK40/3, Ausf M, SdKfz 138, Marder III self-propelled guns, and 10.5 cm Sturmhaubitze 42, SdKfz 142/2 ausf. F artillery support.

    -Former axis BlitzKreig tree:
    74.Armeekorps:77.Infanterie-Division, 266.Infanterie-Division Grenadier Infantry Kompanies with limited armor support consisting of 75 mm PaK40(Sf) auf Geschützwagen 39H(f), Hotchkiss Modèle 1935, H-39 Light Tanks, Sturmgeschütz IV (SdKfz 167) and Panzerjäger 38(t) für 7.5cm PaK40/3, Ausf M, SdKfz 138, Marder III self-propelled guns, and 10.5 cm Sturmhaubitze 42, SdKfz 142/2 ausf. F artillery support.

    -Former terror tree:
    XXV.Armeekorps: 343.Infanterie-Division,265.Infanterie-Division,275.Infanterie-Division Grenadier Infantry Kompanies with limited armor support consisting of 75 mm PaK40(Sf) auf Geschützwagen 39H(f), Hotchkiss Modèle 1935, H-39 Light Tanks, Sturmgeschütz IV (SdKfz 167) and Panzerjäger 38(t) für 7.5cm PaK40/3, Ausf M, SdKfz 138, Marder III self-propelled guns, and 10.5 cm Sturmhaubitze 42, SdKfz 142/2 ausf. F artillery support.

    The army reserve of the seventh army provides the necessary off map call-ins and special troops requisitions and bonus abilities which can be used by commanders, this is a series of special off map units that a player can purchase as reinforcements which provide players with a flexible combination of armor/elite infantry as well as defensive emplacements.

    Armeereserve:

    30.Schnelle-Brigade, 91.Luftlande-Division, 243.Infanterie-Division, II.Fallschirmjäger-Korps, 3.fallschirmjäger-Division, 5.fallschirmjäger-Division


    7th Army & 5th Panzer Army (Panzer Group West)

    -Former PE LW tree:
    II.Fallschirmjäger-Korps: 3rd, 5th Fallschirmjager Division Elite airborne infantry rifle companies with support limited armor support consisting of Sturmgeschütz IV (SdKfz 167) and Panzerjäger 38(t) für 7.5cm PaK40/3, Ausf M, SdKfz 138, Marder III self-propelled guns.

    -Former PE TH tree:
    I.SS-Panzer-Korps: 1st, 2nd SS-Panzer Division. Mechanized elite infantry with many fast recon Aufklärungsschwadron elements equipped with Schwere Panzerspähwagen (2cm) (SdKfz 234/1), Gerät 95, well as Panzerkampfwagen V Ausf G Panzer kompanies, Panther, SdKfz 171, Jagdpanzer V Jagdpanther "Hunting Panther", SdKfz 173, 8.8 cm Pak 43/3, Panzerkampfwagen VI Ausf B King Tiger, Schwere Panzer kompanies.
    17th SS Panzer Grenadiere Division. Mechanized elite infantry with many fast recon Aufklärungsschwadron elements equipped with Schwere Panzerspähwagen (2cm) (SdKfz 234/1), Gerät 95, well as Panzerkampfwagen V Ausf G Panzerkompanies, Panther, SdKfz 171, Jagdpanzer V Jagdpanther "Hunting Panther", SdKfz 173, 8.8 cm Pak 43/3, Panzerkampfwagen VI Ausf B King Tiger, Schwere Panzerkompanies.

    -Former PE BE tree:
    XXXXVII.Panzerkorps: 2nd Panzer Division, Panzer-Lehr-Division Mechanized elite infantry with many fast recon Aufklärungsschwadron elements equipped with Schwere Panzerspähwagen (2cm) (SdKfz 234/1), Gerät 95, well as Panzerkampfwagen V Ausf G Panzerkompanies, Panther, SdKfz 171, Jagdpanzer V Jagdpanther "Hunting Panther", SdKfz 173, 8.8 cm Pak 43/3, Panzerkampfwagen VI Ausf B King Tiger, Schwere Panzerkompanies.
    Last edited by hnunez; 4th Jul 09 at 9:33 AM.

  39. #39

    Enhanced Combat Leader: Beyond Overlord Update#12

    All Company formations will automatically incorporate abilities and upgrades that are unique and between company types, when you start the game you have a Headquarters and command squad once you've picked your unit command type, your choice is locked in and you can build a command center to enable the appropriate units that build base buildings which allow a player to start calling in units. Each building has a group of unit options giving various choices a player may choose displayed in the command panel. You call in units by clicking on the menu selections that reside in the command panel, which orders Infantry, Support Vehicles, Armor, and Upgrades.Unit abilities are incorporated into the unit types for the each category of unit, for example German Waffen-SS Sturmtruppen Zug 6:Gewehr 43; 2:MP40; 1:Luger Pistole 08 UPGRADE [LMG:MG-42(1); SMG:StG44(2); range:50m] ABILITY [Zeal; Assault!; Fire Panzerfaust] automatically receives two abilities by default (which are Zeal, and Assault!) but must purchase the Fire Panzerfaust upgrade. Now abilities that were once specific to a doctrine are now redistributed among all the different units in a logical order.

    You can queue up multiple units per category, and they arrive from the off-map entry road. Retreating units return to the closest listing post, off-map entry road, or Headquarters building and can be reinforced there. When a player decides what type of company he wants to command the choice he makes determines what basic the infantry force will consists of, and what initial units can be called in without needing upgrades. Players can buy upgrades to gain access to more choices, but many of these choices come at the expense of others, and you can't undo your choice.
    Last edited by hnunez; 23rd Feb 08 at 4:22 PM.

  40. #40
    Hnunez Iam really looking forward to your first release of the mod, i can evendently see that you have put a serious amount of work and time into this mod which , I speak on behalf of all followers of this mod we thororughly appreciate what you have done here and I hope you continue until. If i could be of any service to you and your mod please feel free to PM me or post and I will get back to you Asap. Thankyou

    P.s What skins packs are you going to be using, i.e Doctor lee's, Panzer jagers's, Halftrack's e.t.c

    And will you be incorporating the Lefh 18 Artillery gun in use in the 'Battle of the Bulge Mod'?

    Also Are you using Direct X 10, because you screenshots look tremendously Detailed , which i have never seen before in Direct X 9, What are your computer specs?

    Ok thanks alot.

  41. #41
    @popadaddy: Currently im running a dual core pentium 960 3.6ghz intel with a 1950xtx radeon video card with 512mb on 2GB ram sytem memory running vista.

    I am currently in need of a UV mapping skinning for some of the new models that will be ported into COH Enhanced Combat Leader: Beyond Overlord. I also need a graphics designer who can make a banner for the mod. and a mapper that would be able to help me finish some of the maps that i have started for the game campaign. I currently am releasing the mod with skins from

    -Halftrack (skin pack ver 2.01, OF skin pack) and am awaiting permission from halftrack about using his BotB model.
    -Blacklabel (skin pack for rangers, camo buildings, camo allied vehicles, axis camo vehicles.)
    -Panzer Jäger (Gewehr 43 Skin)
    -Sig21 (Skin pack)
    -Luciferum (for his Historical Skins)
    -DoctorLee ( Axis skin pack)
    -LoransKorn for this sound pack

    before the release of the open beta I will post an NIS video on youtube to showcase the units and skins that the mod uses as well as a sample of game play.
    Last edited by hnunez; 23rd Feb 08 at 3:51 PM.

  42. #42
    If you would like me to, Iam willing to help Render some maps for your campaign and also beta test for bugs e.t.c, anything that can help this mod progress.

    Basically Just send me the specifications of the Map(s)
    Not too many please , and i will see what i can do.
    I have a really fast comp, (C2d @2.7ghz , 8800gt card, 4gb ram , 250x2 gb hardrive in raid -0- array) so its really easy to create maps. Just a little hard cos its ma dads computer so ill only be able to do 1 hour a day.

  43. #43
    @popadaddy I will email you with the information and the links for you to get access to the maps ive been working on as well as the source materials.

    Here is another update on how prices and experience will be handled in the Enhanced Combat Leader: Beyond Overlord game.

    The prices for units are based upon the value of a units manpower, ammunition, and fuel from historical documents reflecting the cost of their real world values in monetary, labor, and time; also unit abilities have been reorganized to logically coinside with the roles those particular types of units fulfill in their respective doctrines so that you can buy either a M4A3 (75)W Sherman or a M4A3 (76)W Sherman, with the APCR rounds ability once the player selects the purchases the research option.

    Although the prices for vehicles and equipment will increase, their utility will also increase proportionally vehicles such as halftracks which provide infantry with a munitions supply point by regenerating their munitions supply rate by a small rate. Both onboard and off-board artillery will have a munitions cost to fire barrages, and abilities that requisition artillery barrages will have time adjustments which lengthen the time between artillery strikes but increases their duration and intensity but reduces the accuracy of the falling artillery and a providing greater rate of dispersion.

    Veterancy bonuses are tiered between ranks, but cumulatively increase. So at rank 1 a unit gets a +1% bonus modifier, then at rank 2 they get another +3%, and rank 3 another +5% bonus. This adds up to a total 9% bonus, which then becomes supplemented by the bonus modifiers officers provide (gradually increasing to a maximum of approximately +15%). Every unit gets several defensive and offensive bonuses and the bonuses are specific to the category of unit they are.

    So, for example, tank turret rotation speed improves as it gains in veterancy, allowing it to track targets better. StuG IV's and StuH 42's are assault guns without a turret, and gain bonuses to range, rate-of-fire, and accuracy. M10 Wolverines are tank destroyers and aren't as well protected with thick armor like the M4A3 (75)W Sherman tank, so instead of a reduction in enemy weapon penetration, they get a bonus to their speed, turret rotation, rate of fire, and accuracy. Artillery units have also had their veterancy bonuses reorganized to recieve a logical distribution of bonus modifiers[+] which improve weapon setup, aim time, cooldown, and reload multipliers.

    The bonuses are redistributed to each vehicle based upon what the troop/vehicle's purpose is in the game. So that it gets better at the tasks it will be performing, and enhancing factors that improve the vehicles survivability as it levels up. Additionally, unit veterancy enables additional unit abilities to be unlocked at specific tiers of veterency providing up to 3 additional bonus abilities to units.

    The required experience to increase veterancy will also be increased requiring more combat experience to increase veterancy ratings (i.e. M4A3 Sherman would gain rank 1 veterancy by first gaining 16 XP, then would need an additional 32 XP for rank 2; and would need 64 XP to reach rank 3 veterancy).
    Last edited by hnunez; 19th Oct 10 at 1:44 PM.

  44. #44

    Enhanced Combat Leader: Update #13


    Captains generate an area of effect aura that provide non-stacking bonus modifiers[+] to Supression threshold, Received Supression, Pinned threshold, and max speed, to units with their command radius. German Kompaniefuhrers generate an non-stacking area of effect aura which inspires all infantry by making them more determined to fight fanatically with each casualty they recieve within the command radius (see Zeal! ability), supressed or pinned units may also be withdrawn to the captains/kompaniefuhrers positon (see british ability). Additional abilities include observed artillery barrage (12cm OBA)*,

    The Lieutenants/Leutnants in a command squad also serve the purpose of generating area effect passive abilities that provides non-stacking bonus modifiers [-/+] which improve weapon supression, received suppression, supression threshold, pinned threshold, and weapon cooldown times to boost the performance of nearby units, there is also a special button that will automatically allow these command units to follow close to infantry squads as they move around the battlefield.

    Command units are distinct and differ from normal troops and vehicles of their platoon type, having an officer's insignia where their unit icon appears. They earn veterancy on their own and gradually improve with experience just like other units.
    Last edited by hnunez; 19th Oct 10 at 3:00 PM.

  45. #45

    Enhanced Combat Leader: Update#14

    The Sturmpioniertruppe can destroy obstructions like barbed wire and tank traps, and will have the throw bundled grenades and throw antitank grenade ability for destroying light vehicles or armor at close range. They're an assult troop designed for close range engagements against enemy infantry. Sturmpioniertruppes excel at fighting in urban areas, their weapons are well suited to close range ambush tactics where heavy suppression of the enemy is neccessary, I feel that the Sturmpioniertruppes add a new tactical dimension that complements rifle squads well. During the Normandy campaign the german army was reforming its infantry divisions to fit the new 1944 type pattern that relied on higher concentrations of automatic firepower at the squad level to offset the loss of high quality replacements that were often lacking among the new replacements being drafted for army service. This means that squads would have relied more heavily on a high density of automatic weapons firepower at the Company level and in the Pioneers units.

  46. #46

    Enhanced Combat Leader: Update #15

    The actual size of a Grenadier Regiment's Pionier platoon in a type 1944 division was (1) officer, (7) NCOs, (65) enlisted men, divided into the following formations: 4 squads of (1) NCOs, (8) enlisted men, usually armed with (8) Kar98 rifles, (1) MP40; and 2 squad of (1) NCOs, (7) enlisted men, usually armed with (7) Kar98 rifles, (1) MP40; With an additional (4) enlisted men, with (2) MG-42, (2) Pistols, (2) Kar98 rifles. However the Pionier platoon at the regimental level was not authorized flamethrowers, Sturmpioniers were specialized Pionier units tasked for assault missions and were equipped differently form normal Pionier units, but were organized the same as a regular Pionier platoon, but were armed with (8-9) MP40 SMGs.
    Last edited by hnunez; 4th Jun 09 at 7:47 PM.

  47. #47
    Hello Hnunez im having trouble posting the banners on the forums , one of the images is 400kb's too big, if you have an email address i can send them to you if you want?

  48. #48
    @popadaddy check your forum email account for the message i sent you.

  49. #49
    The Grenadier Pioneers were basically nothing more than a platoon's worth of men taken from across the Battalion that had enough training to do a Pioneer's job. As such, a Grenadier Pioneer squad is a Grenadier squad with extra training and supplies, and would look like a regular Grenadier squad in terms of uniform and armament. So you'd want to tack on one MG42 LMG per squad. You're correct about the lack of flamethrowers, though.
    "Klaus, you're a carpenter, yes? Good, we might need you later on. Carry on, then."

    Sturmpionier units were taken from the same pool of men in the Battalion, so again they looked like Grenadiers, but in this case they equipped them with MP40s (like you said) as their job was streetfighting and laying siege to fortifications. They also tended to have extra heavy weapons attached to the "stosstrupp" to help do their job, like HMGs, light mortars, PaK36s, FlaK38s, flamethrowers, MG42 LMGs, and anything else that was crew-carried that the battalion or regiment had on hand.

  50. #50
    @sturmhaubitze thank you for your comments as always they are very welcome, you have contributed so much that i have added your name to the credits for all your help with research and constructive comments that you give contributes to making Enhanced Combat Leader be as historically accurate as possible, as well as the best it can be.

    On a Lighter note check out my great art skills..(I couldnt do graphic art to even if my life depended on it! )
    Attached Images
    Last edited by hnunez; 26th Feb 08 at 6:58 PM.

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