Nice. Are those icons game art, and if yes, where will they be used?
I'd like to see some info on a German reconnaisance unit. Preferrably motorised (yay motorbikes!), but armoured would be fine, too![]()
#251
Nice. Are those icons game art, and if yes, where will they be used?
I'd like to see some info on a German reconnaisance unit. Preferrably motorised (yay motorbikes!), but armoured would be fine, too![]()
One step closer to the end of the decadent Eldar race.
[...] the reason we don’t like DRM solutions is because they punish the innocent and they have to jump through all these hoops. We don’t want to do that [...]
#252
Will you implent Heavy Tank Battalions? (Like the Schwere SS PanzerAbteilung 102) If so, can we have some info about it?
Rifle Platoon
Rifle Platoon
The men of the Infantry Brigades, whether part of an Infantry Division or Armoured Division, are not known as the 'PBI' (Poor Bloody Infantry) for nothing. Even when the tankers stall in the attack, the infantry push forward, through thick and thin. With ample Bren machine-guns to cover the advance, a light mortar for keeping the enemy's head down, and a PIAT for anti-tank defense, the Rifles are well-prepared.
Platoon Headquarters
2" Mortar Group
* 2" Mortar model currently unavailable in-game
1st Rifle Section
2nd Rifle Section
3rd Rifle Section
* Can be assigned to one Rifle Section for free
Morale: Cautious (2 out of 5)
Training: Advanced (4 out of 5)
Guards
Morale: Determined (4 out of 5)
Training: Advanced (4 out of 5)
Canadian
Morale: Determined (4 out of 5)
Training: Competent (3 out of 5)
Required: Platoon Headquarters and 2 Rifle Sections
Optional: Add 1 Rifle Section
Platoon Headquarters = 35
2" Mortar Group = 60
Rifle Section = 115
Guards
Platoon Headquarters = 40
2" Mortar Group = 70
Rifle Section = 130
Canadian
Platoon Headquarters = 40
2" Mortar Group = 65
Rifle Section = 120
None.
None.
Core unit in a Rifle Company or Guards Rifle Company.
Support unit for an Infantry Tank Company.
Support unit for an Armoured Squadron or Armoured Recce Squadron.
Support unit for a Commando Troop.
Support unit for a Recce Squadron.
Motorized reconnaissance are still in flux at the moment. Still reading through the original german wartime documents to find the right match for those units. In the meantime, I'll give you an armoured one.
Panzerspäh-Zug ('C')
The eyes and ears of the Panzer and Panzergrenadier Divisions are the armoured cars of the Panzeraufklärungs-Abteilung (Armoured Reconnaissance Battalion). Intended for deep reconnaissance behind the front line, they are lightly armed and armoured, and rely on the infantry of their battalion to punch a hole in the lines for them to slip through.
1st Panzerspäh-Trupp (Armoured Scout Section)
2nd Panzerspäh-Trupp (Armoured Scout Section)
Morale: Assured (3 out of 5)
Training: Advanced (4 out of 5)
Waffen SS
Morale: Daring (5 out of 5)
Training: Advanced (4 out of 5)
Required: 1 Panzerspäh-Trupp
Optional: Add 1 Panzerspäh-Trupp
Sd Kfz 250/1 = 80
Sd Kfz 250/9 = 100
Waffen SS
Sd Kfz 250/1 = 90
Sd Kfz 250/9 = 115
None.
Leutnant (Platoon Commander) rides in the Sd Kfz 250/1 of the 1st Panzerspähtrupp.
Core unit in a Panzerspähkompanie ('C')
Support unit for a Panzergrenadierkompanie or gepanzerte Panzergrenadierkompanie.
Support unit for a Panzerkompanie.
Support unit for a Panzerpionierkompanie or gepanzerte Panzerpionierkompanie.
Support unit for a Panzeraufklärungskompanie or gepanzerte Panzeraufklärungskompanie.
Could you show a video of the gameplay?
This would be cool, how the troops are handeld ingame...
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R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff
Asking for an entire Heavy Tank Battalion is a bit much, that would involve 4 separate platoon types, so instead I'll give you the heavy tank platoon for now. But yes, you can play a heavy tank company in our mod. Just be prepared to be out-numbered, since we're using a point-based system, and even the older Tiger I E is expensive.
schwerer Panzer-Zug
The tanks of the independent schwere Panzer-Abteilung (Heavy Tank Battalions) are the rightly-feared breakthrough armour of the Wehrmacht. Though the days of the blitzkrieg are over, these armoured monsters still perform well as tank-killers that can stop entire armoured columns in their tracks. The older Tiger I E no longer has the protection to withstand the newest Allied guns, but the latest Tiger II is virtually unpenetrable in the front.
1st schwerer Panzer-Gruppe (Heavy Tank Section)
2nd schwerer Panzer-Gruppe (Heavy Tank Section)
Alternate Organization
1st schwerer Panzer-Gruppe (Heavy Tank Section)
2nd schwerer Panzer-Gruppe (Heavy Tank Section)
Morale: Assured (3 out of 5)
Training: Advanced (4 out of 5)
Waffen SS
Morale: Daring (5 out of 5)
Training: Advanced (4 out of 5)
Required: 1 schwerer Panzer-Gruppe of 1 tank
Optional: Add 1 to 3 tanks
Tiger I E = 545
Tiger II "Königstiger" (Porsche Turm) = 860
Tiger II "Königstiger" (Henschel Turm) = 875
Waffen SS
Tiger I E = 615
Tiger II "Königstiger" (Porsche Turm) = 970
Tiger II "Königstiger" (Henschel Turm) = 990
None.
None.
Core unit in a schwere Panzerkompanie.
Support unit for any company.
#256
Very nice concepts Sturm, I am really curious about the gameplay. I played FE in the Alpha stages.
At the moment we're still working on some core gameplay mechanics. Eliw00d is hard at work on getting artillery to function in a realistic manner, with some very promising progress to date. At the moment I'm doing the last bits of research into some German units, as well as an entirely new set-up for defensive structures. Escfromreality and MirageKnight are busy getting the RGDs done for the 3 nations we are completing for the alpha.
We were hoping to make a few videos a couple months ago, but we kept on running into bugs to fix, and decided to hold off on it until the gameplay looked less rough around the edges.
The units that Sturmhaubitze is writing up are also available for viewing here in our forums. Keep them coming, guys!![]()
Hey, guys i really like what ure doing and i'm defiantly gonna downland it when it comes out, but what Sturmhaubitze posting all the time? i dont really get that part please explain more![]()
When the rich wage war, it's the poor who die.
Jean-Paul Sartre
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
Albert Einstein
To promote the mod it has been decided to divulge the vast wealth of data that has been collected regarding 1944 era Tables of Organisation and Equipment (TO&E) for each faction that are to be included. So if you, the potential player, have a dream platoon from either the Americans, British or German army that you would like to play, Sturmhaubitze is going to create write ups as presented above.
Even if you don't know the exact name of the platoon you are interested in but do know some of the vehicles in it, he will try to figure out which one it is and present it.
It shows the realistic layout, concentrating on the combat units of the platoon, but also how its priced in the mod and what type of moral and training the unit had in mid 1944. It also notes the company that the platoon is a core of and when you can use it as a support option.
I'm curious about the U.S. amphibious vehicles that landed on the beaches of Normandy. I think they were called Ducks? Anyway, if I could ever own a piece of U.S. WWII history, I'd want one of those as my regular every day transportation
I have no idea of your mod will incorporate them, but if your research turned up anything on them, I'm interested.
Official name was DUKW, but of course that's close enough to Duck that the nickname stuck. Unfortunately they were only briefly used on D-Day to get heavy equipment ashore, and they don't fit into the scope of our mod, so I never looked into them.Originally Posted by Bink
Which means you still got one request![]()
I see your point, they probably weren't used much beyond those first few weeks to get supplies and men up off the beaches. I suppose I thought they were used a lot more since they could drive on land, and I think some had nice hand cannons on them (.30/.50 cals or something).
Ok different sort of request then. Given my avatar pic, you can tell I like building a lot of crap with my engineers. What can you spill about all the sorts of stuff you can have them make in this mod across the different doctrines/factions?
Of course, if you got some historical jive to go along with it, I'm curious about that too from that perspective.
We are currently working on a set-up phase that will span a couple minutes at the beginning of the game. During that phase you can't deploy any units. However you will access to some basic unarmed infantry builders that can place barbed wire, sand bags, mines, and all other types of field works. This phase is supposed to represent the hours or days that the defender would have had to establish some defenses. So once the set-up phase is over, you can start deploying units, but you can't build anything further. Building defenses requires you to buy them ahead of time along with your force, and you need to have at least one infantry platoon or engineer platoon. Tanks aren't going to help you dig trenches.
Engineers are useful because having them in your force allows you to build more advanced field works. Without engineers, you can only deploy sand bags, trenches, and other basic stuff that you can do with a shovel.
Engineers can also contribute after the set-up phase, as they can still fight like regular infantry. They will also have access to demolition abilities, and will be your main way of clearing enemy wire, tank traps, and mines.
And because I'm generous, here's a US Engineer Combat Platoon.
Engineer Combat Platoon
The divisional engineers are always on call to clear the way should the advance be blocked. Trained and equipped to remove any obstacle, they are also well-armed for when they need to perform their work under fire. Two heavy machine-guns can be deployed to pin down the enemy, giving the engineers breathing room for doing their jobs.
Platoon Headquarters
1st Operating Squad
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2nd Operating Squad
![]()
3rd Operating Squad
![]()
Alternately, replace 3rd Operating Squad with the following:
Weapons Squad
![]()
Morale: Assured (3 out of 5)
Training: Competent (3 out of 5)
Required: Platoon Headquarters and 2 Operating Squads
Optional: Add 1 Operating Squad
Platoon Headquarters = 45
Operating Squad = 190
Weapons Squad = 285
CCKW Truck = 15
Add 1 M4 Sherman Dozer for 225 points.
None.
Support unit for a Rifle Company or Armored Rifle Company.
Support unit for a Medium Tank Company.
Support unit for a Cavalry Recon Troop.
Last edited by Sturmhaubitze; 24th May 10 at 8:31 PM.
Cool. I can already imagine stuff I'd have this kind of group do if it were me putting this together. I'm having flashbacks to 5 or 6 mods that did various things with engineers and what they can do/makeStill, this is one mod I'm looking forward to checking out.
#266
Ooooh, nice features on your own board as well. Panzerspäh-galore! Recon units were my favourites in Close Combat, even though those vehicles died to anything. Aufklärer infantry was beastly
Interesting bits on the deployment phase. Was it possible to realise prepared defences without builder units? Even a few minutes can be boring, especially for the attacking side, and being able to simply place those objects could justify a shorter preparation time. Will tanks be able to make some defensive efforts, like grinding out a position that can be used to hull-down?
Still eager for future updates, wondering when we'll see units with below-average morale/training, or a platoon with maxed out training![]()
Damn, that's a rather good idea! I completely forgot about them, it would definitely be nice to see their platoon setup as well - iirc they had 11 man squads with an additional 2-man MG team complementing the standard 9 man squad loadout?
Here's the Mid '44 organization, which is actually the early war organization before it was changed later in '44. The newer organization wasn't completely put into effect until after Normandy, and involved motorizing the platoon and trimming down the squad sizes, since parachute operations were no longer expected. We'll allow both versions in our game, depending upon which you prefer.
Fallschirmjäger-Zug
Mid '44
Though operationally under the control of the Heer (Regular Army), the Fallschirmjäger are Luftwaffe troops. The fighting spirit of these men is remarkable, and their training is lengthy and thorough. Each squad is over-strength so that it can survive parachute casualties and still be combat effective, and is well-armed with light machine-guns.
Zugtrupp (Platoon Headquarters)
1st Fallschirmjäger-Gruppe
2nd Fallschirmjäger-Gruppe
3rd Fallschirmjäger-Gruppe
Morale: Daring (5 out of 5)
Training: Elite (5 out of 5)
Required: Zugtrupp and 2 Fallschirmjäger-Gruppe
Optional: Add 1 Fallschirmjäger-Gruppe
Zugtrupp = 90
Fallschirmjäger-Gruppe = 250
Any or all Fallschirmjäger-Gruppe can be equipped with Panzerfaust 30 for 30 points each.
Any or all Fallschirmjäger-Gruppe can be equipped with Panzerfaust 60 for 35 points each.
None.
Core unit for a Fallschirmjägerkompanie (Mid '44).
Support unit for a Grenadierkompanie or Luftwaffe Jägerkompanie.
Support unit for a Panzerkompanie or schwere Panzerkompanie.
Last edited by Sturmhaubitze; 25th May 10 at 4:16 PM.
12 men - I suppose that's what you mean by 'overstrength' =).
Anyways, you mentioned smaller squad sizes for the later war FJ Zuge, but will they also feature a drop in morale/training to reflect the lower quality of later war FJ formations?
This, at least to me, resembles a platoon of FJ veterans from earlier campaigns, most likely with jump qualifications too.
Compared to 9, 12 is over-strength
Many of the FJ units still active at the time of the D-day landings were using the older structure, since the newer one didn't get written up until May, and most of them weren't taken off the line to refit. In fact most German units were still using structures from mid to late '43 documents, simply because they never had time/resources to change over to a newer structure.
The FJ Division in Normandy (3rd, I think?) were recuperating from combat and in the midst of a refit, but the landings prevented them from completing it. If they had, they would have been the only FJ Division with armoured cars and half-tracked infantry in their reconnaissance battalion (They also would have been the only FJ Division with a reconnaissance battalion to begin with). Instead they motorized a few scout units, but otherwise the division remained with the old structure.
Newer units that arrived on the lines after Market Garden would have used the motorized structure, and might have been trained to lower standards. Jump qualifications stopped being a requirement at some point.
The motorized structure has 2 trucks per platoon, and only 10 men per squad, but is otherwise the same.
So now that Halftrack has shown off the new M5 3" gun for Battle of the Bulge, I thought I'd show off the tank destroyer platoons, both self-propelled and towed. Now at this point I don't know if the M5 3" gun will be released publicly outside of BotB, but the research into the towed unit was already done months ago, so no harm in displaying the document.
Tank Destroyer Platoon, Towed
Originally intended for a defensive doctrine to counter Germany's blitzkrieg tactics, the tank destroyers have been put to use in other ways now that Germany is on the defensive. In an attempt to improve the performance of the Tank Destroyer Battalions, half have been converted to towed guns, with mixed success. Though easier to conceal than the self-propelled mounts, and using the same gun, they are significantly less mobile.
Platoon Headquarters
Security Section
1st Tank Destroyer Section
2nd Tank Destroyer Section
Morale: Assured (3 out of 5)
Training: Competent (3 out of 5)
Required: 1 Platoon Headquarters, 1 Security Section, and 1 Tank Destroyer Section
Optional: Add 1 Tank Destroyer Section
Jeep = 15
Platoon Headquarters = 45
Jeep (w/ M1919A4) = 25
Security Section = 190
M3 Half-track (M2 HB) = 45
M5 3" gun = 175
None.
None.
Support unit for a Rifle Company.
Tank Destroyer Platoon, Self-propelled
Originally intended for a defensive doctrine to counter Germany's blitzkrieg tactics, the tank destroyers have been put to use in other ways now that Germany is on the defensive. Parceled out to units on the line, they knock out enemy panzers as they reveal themselves, providing the punch that the Sherman cannot.
Platoon Headquarters
Security Section
1st Tank Destroyer Section
2nd Tank Destroyer Section
Alternatively replace all M10 Wolverine with M18 Hellcat or M36 Jackson
Morale: Assured (3 out of 5)
Training: Competent (3 out of 5)
Required: 1 Platoon Headquarters, 1 Security Section, and 1 Tank Destroyer Section
Optional: Add 1 Tank Destroyer Section
Platoon Headquarters = 40
Jeep (w/ M1919A4) = 25
M20 = 45
Security Section = 140
M10 Wolverine = 180
M18 Hellcat = 180
M36 Jackson = 240
None.
None.
Support unit for any company.
Nice job with all this art work Strum. Looking forward to more.
Thanks everyone for the comments. We're excited to be nearing an alpha release, as it has been a long time coming.
Keep the requests coming, there are plenty of units yet to be revealed. The requests don't have to be limited to platoons, you can also ask about companies...
On a side note, in the past our forums required a login to view, but this is no longer the case. Our forums are open to the public for viewing, but you will still have to register or login in order to post. We have forums set up for discussion and the unit postings we have been making can be replied to for any specific questions about the unit. Let me know if there are any issues with the forums that need to be addressed to make them more accessible.
Click here to go to the forums.
Interested in artilery units, how will they work? For Both teams.
When you show the costs of a security section, do you mean the whole thing with squads, bazookas and jeeps, or just one squads with bazookas?
Sorry about that, should have made that more clear. The costs for a squad/section/gruppe/etc. is strictly for all the infantry and weapons shown for that grouping, not for the transport. The transport is given on a separate line.
So the total cost of the entire Security Section shown = Security Section + Transport + Transport.
I hope, I got it now:
The security sections are the 2 squads and cost together 190 / 140 Points?
If we're talking about the Towed, then it's 190 for the two teams and 25 x2 for the two armed jeeps. A total of 240.
For the self-propelled, it's 140 for the two teams and 45 x2 for the two M20s. A total of 230.
The extra cost for the towed variety mainly comes from the additional bazookas the Security Section has.
I think I'll update the stat blocks to make the cost section more clear in the future.
You stated, that you are going to include 7 nations...
Will they be without recrewing teamweapons?
@Aidas2
We are still doing some research on artillery and how we can make use of it in our mod. Currently, artillery is either dropped by an ability or fired from a unit. However, in Fortress Europe, artillery is done entirely by SCAR using some math.
Essentially, players can purchase gun, howitzer and/or launcher sections from a supporting artillery battery. Each battery will have a team (or two, depending on the nation) of Forward Observers. The actually artillery will not be represented on the field (there are exceptions, however), and will be considered off-map. Players will call the observer teams on to the field and use them to call for ranging and firing missions.
Ranging is where the observer gives the battery coordinates and relays corrections back to them. The goal is to get the rounds to fall on to the firing line (which the artillery is centered on) and then "bracket" the target, meaning you fire short and over the target until you're within an acceptable proximity. Once the target is bracketed and the observer is satisfied with the proximity to the target, a fire-for-effect is called and the battery opens fire.
In real life, the ranging process can take anywhere from 3 minutes (American, British) to 10 minutes or more (German) for the first ranging shot to land! So, as much as we would like to be authentic, this game is not meant for such a long period between a player's click and an event happening. Therefore, we are abstracting the times quite a bit, but still representing the different nation's response times.
@huetti07
Excellent question! No nation will be able to "recrew" a weapon they were not trained for. We plan on making team weapons crushable, too, to avoid situations where they might litter a battlefield. Heavy Weapon teams will be assigned a weapon that is theirs and theirs alone.
I'd forgotten to ask this, but do the jeeps in your mod allow you to carry small squads? Could be cool if the HQ squad would be able to transport themselves in it (if not any 2 man or 3 man teams).
I don't know if you're going to give all the factions a separate retreat option like the Brits have with the captain, but if so I can see that being very useful. I like keeping my leadership mobile for that reason, but I'm also in favor of a rally type build item instead.
All our transports can carry the 'teams' indicated next to them. So in the case of a Platoon Headquarters with a Jeep and 4 men, it means that Jeep can carry them all. In some cases a transport does not have a dedicated driver, so the team that enters the vehicle also supplies the driver, and when the team disembarks the vehicle will be immobile and uncrewed.
@Bink
As you can see above, the Jeeps are the HQ's transport. If the vehicle is in front of troops, it means it is a transport. All Jeeps can carry passengers, and when not holding a squad, they are immobile and empty visually. This is also true of the M20 Armored Utility Car.
There will be a button for retreating off map that is only available when near your spawn area. Otherwise, the regular retreat button will send them back to the spawn but reusable, much like the current retreat to HQ setting.
Is the backend going to be in place for the alpha or is it just going to be how it plays in game, without the Company building aspect?
Company building has been in for a long time. It's just a matter of polishing it and preparing it for public use. So yes, the backend will be in place for the alpha.![]()
Eliw00d's work on the back-end has been substantial, and it's in a very good state already. What we're mostly doing at this point is the graphical layout and making sure all the pieces fit together nicely. The silhouette images in the platoon write-ups will feature in the company creation website at full size, and smaller versions are on the in-game buttons.
We're initially going to only support 3 nations (USA, Britain, Germany) and several companies for each. The plan is to steadily finish the rest and add them over time, expanding the nations and companies by a large amount.
Thanks for treating light vehicles as transport, looking forward to it. I hadn't seen that since KMOD 1.71 (though admittedly, I haven't played every mod out there since then, but 6-7 or so). So are Opels and CCKW trucks treated the same?
A typical strat I've used is to dump everyone out near the front, then keep those types of unarmed transports near the retreat/spawn point for quicker deployment. Just wondering if that type of strat is still viable and for which vehicles.
Jeeps, Schimmwagens (hopefully Kuebelwagens at some point) and the M20 Armored Utility Car act as transports where the crew is able to exit the vehicle and go on foot. All other transports are considered to have a dedicated driver, so are able to continue driving after deploying their cargo.
Some transports, such as German half-tracks, also have dedicated gunners that stay with the vehicle regardless of cargo - unless they are KIA. Rear gunners for said vehicles only show up with cargo in the hold. There are some exceptions, such as observers that were not equipped with their own MG.
That strategy is entirely viable, as both the Americans and British have dedicated transport platoons made up entirely of just transports. These platoons can be purchased as support options for non-motorized infantry. This mod is meant for large maps, so transports will be very handy, especially since troops will no longer jog all the time.
Once you guys get the mod into a public alpha beta or whatever, are you planning on getting a vent or team speak server going for it?
I play the Operation Market Garden mod allot there team speak 3 server is really helpful when organising games and with team communication during games and really helps with building the community has new players can almost always fined some one to help them with any problems they encounter and with there tactics.
I had planned on renting a Ventrilo server for the mod. I used to play Europe in Ruins (and worked on their team for a short period), so I know how important it is to have voice chat.
However, regardless of whether or not you have the Steam version of COH, I highly recommend downloading Steam and adding a Fortress Europe shortcut to it. Doing so will give you access to the overlay, chat and browsing while in-game. Browsing will be especially important as you can tune your company without alt-tabbing.
Well that wouldn't be a a problem because I use steam for a tone of games though not CoH.
Also, you are saying had planned so I take that to mean your not any more?
Sorry, I meant past tense as in I had thought of it a long time ago. It will happen.
Oh, nice.
Thanks for the prompt replies.
That's what we're here for.
Also, Sturm will be posting a British and German artillery battery later tonight, so stay tuned!
What's that? I can't hear you over the sound of how massive this battery is!
British artillery batteries were the largest in the war, twice the size of most others. They also were one of the best in terms of doctrine and techniques, on par with American artillery overall.
Red silhouettes indicate units that are off-map only, in this case you won't see any of your OQF 25 Pounders because they're kilometers away at a safe position. Also the headquarters and transports of the battery are not listed because you'll never see them, plus they don't contribute to the game. Unless you want me to add dozens of extra men to the diagrams that serve no purpose?
The only on-map teams are the observers, which have abilities for coordinating the fire of the off-map guns. The neat thing about British artillery is that the brigade being supported would loan a vehicle and driver to the battery, so their OP could drive around in style. The vehicle had it's main gun replaced with a fake, and the co-axial removed, to make more room for all the necessary radio equipment.
Royal Artillery Field Battery
As a cornerstone of British military doctrine, Royal Artillery units are some of the highly-trained and best-equipped formations in the army. The techniques developed before the war ensure that response times are quick, and the large size of the battery ensures the result is effective. If supporting an armoured brigade, a vehicle and driver can be loaned for transporting the observers with better protection.
1st Gun Troop
Observation Post
1st Gun Section
2nd Gun Section
2nd Gun Troop
Observation Post
1st Gun Section
2nd Gun Section
Morale: Cautious (2 out of 5)
Training: Advanced (4 out of 5)
Required: 1 Gun Troop
Optional: Add 1 Gun Troop
OP Carrier = 20
Observation Post (men only) = 35
Gun Section = 400
If the Royal Artillery Field Battery is support for an Armoured Squadron, you can replace the OP Carrier and Observation Post with a Sherman OP tank for an additional 20 points. Sherman OP tanks have a fake main-gun and no co-axial machine-gun.
If the Royal Artillery Field Battery is support for an Infantry Tank Squadron, you can replace the OP Carrier and Observation Post with a Churchill OP tank for an additional 40 points. Churchill OP tanks have a fake main gun and no co-axial machine-gun.
Each Observation Post, Sherman OP, or Churchill OP can either range in their Gun Troop or both Gun Troops at once. If one Observation Post, Sherman OP, or Churchill OP is ranging in both Gun Troops, the other cannot do so until the bombardment is complete.
Support unit for any company.
Nice, looking forward to putting them into service in the field.
And now for a German battery. The Germans suffered from an out-dated artillery doctrine that emphasized accuracy, but nearly tripled their response times as a result. This is what happens when you lean too much on the air force as a substitute, and devote little attention to modernizing your practices in the quiet years.
However the Germans did centralize their heavier guns into the divisional battery, where as most nations kept them as independent corps assets for specific tasks. This meant that sometimes a lucky Grenadier-Kompanie would have the support of a 150mm battery, instead of the standard 105mm.
Artillerie Batterie
The horse-towed artillery of the Infantry Division provides crucial support for the troops on the front-lines. Firing short but highly accurate bombardments, these guns can silence any enemy position, paving the way for a successful assault by the troops.
1st Geschütz-Gruppe (Gun Section)
Beobachtungs-Trupp (Observation Team)
Geschützstaffel (Gun Group)
2nd Geschütz-Gruppe (Gun Section)
Beobachtungs-Trupp (Observation Team)
Geschützstaffel (Gun Group)
Alternatively replace every Geschützstaffel with the following
Geschützstaffel (Gun Group)
Morale: Assured (3 out of 5)
Training: Advanced (4 out of 5)
Required: 1 Geschütz-Gruppe
Optional: Add 1 Geschütz-Gruppe
Beobachtungs-Trupp = 40
Geschützstaffel (leFH18 105mm) = 430
Geschützstaffel (sFH18 150mm) = 560
None.
Each Beobachtungs-Trupp can only range in the entire battery. If one Beobachtungs-Trupp is ranging in the battery, the other Beobachtungs-Trupp cannot do so until the bombardment is complete.
Support unit for a Grenadier-Kompanie or Pionier-Kompanie.
Support unit for a StuG-Batterie.
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