Company of Heroes: Eastern Front

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1
Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: May 05, 2010, 04:56:47 PM »
a SU57 as a reward unit to replace the zis AT gun, a mobile version like the marder, with a 57mm gun on a M3 halftruck.

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Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: April 21, 2010, 04:26:58 PM »
SU57...

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Red Army Suggestions / Re: T-34 Deserve his fame
« on: April 20, 2010, 04:29:39 PM »
someone need to know that the stugs destroyed the most tanks in the war, not the tigers panthers..., so stugs can't kill a T34? ridiculous.

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Ostheer Suggestions / Re: Suggestions for Ostheer
« on: April 20, 2010, 04:25:38 PM »
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.

I would rather want a panther turret bunker.

5
Three tech groups, one for a match,

Heavy panzer Regiment I:
enables Tiger   (expensive, slow and very powerful)
Heavy panzer Regiment II:
enables King Tiger   (expensive, slow and very powerful)

Medium panzer Regiment I:
enables Pz IV   (normal price, versatile and more powerful)
Medium panzer Regiment II:
enables Panther  (fairly expensive, fast and deadly)

Tank destroyer Regiment I:
enables StuG III   (cheap, hard to hit, versatile, and powerful)
Tank destroyer Regiment II:
enables Elefant   (expensive, the extreme tank destroyer)

Choosing heavy panzer regiment would means more expensive tanks so you might be lacking tanks! Choosing medium panzer regiment would mean a balance between tank destroyer, which emphasis on effective anti-tank vehicles.

Call-in tanks would be a bad idea, they should use the fuel for tanks, especially for the very powerful ones.

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Ostheer Suggestions / Re: Unit suggestion thread:
« on: April 18, 2010, 12:50:48 PM »
Also, It should not be damaged by rifle grenades. grenades dont have armor penatrating power, grenades are only good versus infantry.

http://en.wikipedia.org/wiki/No._68_AT_Grenade

though the penentration isn't that impressive to be killing a panzer III even in the sides or back, it can certainly damage it, or even killing the engine.

actually, instead of having flak guns, I think a twin MG34 would work for the new army, you can also mount the twin MG34 on a opel blitz truck.

http://en.wikipedia.org/wiki/MG_34#Characteristics

and that panther turret already in game for campaigns... well I think that might be awesome to put in the game :p

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Suggestions / Re: Italians
« on: April 15, 2010, 03:10:30 PM »
this isn't MOW man XD, and by the time your enemy has an IS2 im sure you will have more than Italians (I think a king Tiger can knock out a row of T-60s)

Someone even suggested Japaneses, you know, their tanks are worse than M13/40s...

maybe the SU 152 would blew up 20 lined up ha-gos? and even a sherman alone could defeat the entire tank force the Japanese have. oh wait, the 50 cal would killed a few at least.

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Suggestions / Re: Italians
« on: April 15, 2010, 01:01:10 PM »
A shell from the IS2 would penentrate 10 M13/40s lined up. It would be boring. Plus if you included Italians it would be quite stupid to see Italians fighting the 1944 equipments of the allied nations. (they surrendered officially in 1943)

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Suggestions / Re: The Forgotten Nation: Hungary
« on: April 15, 2010, 12:57:57 PM »
Support devs with Hungarian COH voices before theyll get Italian or Romanian ones and maybe youll have some Hungarian units.

Including or adding foreign troops is not primary a question of voices ;) It is a question of the function and the symbolic value for a new axis army at the EF Mod.

Hungarians could be like the axis brits, poorer equipments in general and infantry focused. However, the end-game tanks for them should be German-made. (It is like the brits using Shermans, not a big deal). Also, they have much self-made stuffs for a separate army. (I think they use Czech stuffs right? It would be interesting)

Also they could use some ATR and the "worse" equipments(but unique), in contrast to the superior stuffs the Germans have.

Also Hungarians are the strongest among all German allies in the East Front and they fought to the very end of the war.

Italians surrendered early in 1943 and they are out of question in a 1944 scenario, Romanians could be interesting but they also surrendered early and didn't fight really stubborn to the end.


(Finland might be interesting also! But they use too much foreign stuffs maybe)

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Suggestions / The Forgotten Nation: Hungary
« on: April 14, 2010, 05:24:57 PM »
The most forgotten nation that got steamrolled by the Red Army is certainly the Hungarians, Hungarians suffered a lot(especially in population) in the war while not much people are awared of that.

The Hungarians use a large variety of weapons, including their self-made tanks and those from Germany(like panthers). I am not an expert in the Hungarian Front but I am sure that it has lots of potential for the Eastern Front mod.

http://en.wikipedia.org/wiki/Hungary_during_World_War_II

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Ostheer Suggestions / Re: Unit suggestion thread:
« on: April 14, 2010, 05:09:42 PM »
However, the Panzer III is of incredibly thin armour when hitted by

1. PIAT
2. Bazooka
3. 57mm AT
4. any 75mm gun
5. PTRD

And rifle grenades should damage the tank if it was a side-hit also, the british have HEAT rifle grenades, as I recall. I think about 8 nades to destroy/immobilize one is fair, and maybe only 2-3 to damage the engine. PIAT should be lethal (like 3 to 4-shot kill) to a skirtless Panzer III.

It will surely beat a Stuart so I would suggest the PIII to cost slightly more than the stuart. However, I shall note that the Stuart have quite good frontal armour to the PIII gun. It should take at least 4 shots (in game) to kill a Stuart frontally with a PIII. And should the accuracy of the PIII gun be poor when on the move?

(btw why noone ever suggested German Riflegrenades?)

It would be fair to have skirts fitted on the PIII in late game so it would not be completely useless due to it's vulnerability.

Actually, I would like to make a suggestion of a weapon, the K98ZF41, which is an "infantry" rifle with a low-power scope, which would be quite interesting as an upgrade to your best troops.

Also, the StG44 scoped version ... that thing is interesting also, not very useful as a sniper but surely a deadly weapon.

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Ostheer Suggestions / A noob's try on the new army concepts
« on: April 08, 2010, 04:17:16 AM »
I would here post my version that I come from some brainstorms, I would like the new army to have something that is entirely different from the wehr, PE, and even the allied armies.

A note is that:
-I am not native english speaking, this would be a bit difficult to understand since my use of this language might be a little bit awkward
-I would not try to list out the cost of everything as that's a part of balancing

Without first analysing the teching methods of each existing armies it is difficult to draw up a new, unique army.

Wehrmacht -Teching in the HQ building   -(1)
PE -Teching in seperate buildings  -(2)
British -Teching using Officers and trucks  -(3)
Americans -Technologies  -(4)

I would not like to have identical teching systems with the 4 existing armies, while it is quite difficult to think a totally new method, we could try COMBINATIONS of some of the 4 methods.

This is how I come to my idea of HQ Units Teching

This concept, basically, is about to assign one of the units on the battlefield as your HQ unit (by spending some fuel and munitions). The HQ unit would be able to give bonus to the troops in his sector like the brits do. It is hard to elaborate this without giving an example of using the HQ unit as a teching measure:

1. First, you have a command unit

2. Second, you build a field HQ post that would would let you to radio the HQ for more reinforcements (teching)

3. You spend, let's say, 300 MP and 50 fuel, you waited, let's say, 60 seconds, the tech is done.

4. You now receive the bonus of the HQ you chose, as well as the Tier 2 Infantry Units, let's say you have chosen Artillery HQ Level I and now you have instead the choices of: Elite Units HQ Level I, Artillery HQ Level II, Infantry HQ Level I

5. You are tired of using artilleries and you want some solid infantry support instead, so you this time choose Infantry HQ Level I, you would be proceeding to Tier III units and getting the Level I bonus of both Artillery and Infantry HQ.

If this method doesn't sounded right to you, you probably could stop reading now. However, I would like to further discuss about the HQ teching.

Proposal III:
To have a Infantry commander unit and an armour commander unit. It would be responsible for both armour and infantry teching.



What should the player got?

Under my proposed tech system would suggest a highly "customized" evolutionary path. And your tactic could be really different for each game! If you have decided to focus on Infantry but your enemies flood you with tanks and artillery, you would probably be regret of your earlier decisions!

The new faction should not have much base buildings, I would suggest, the player starts with:
(this is based on my 3rd proposal, i.e. having a separate command unit)

Barracks (to produce the basic troops)
Base defences (a suggestion would be a twin-MG34 AAMG bunker/emplacement that have 360 degree rotation but the crews could get killed like the flakvierlings)
Scouts unit (probably 3 men scouts team riding a kubelwagon)

reference for the dual MG34: http://en.wikipedia.org/wiki/MG_34#Characteristics

Tier 1:
Barracks- Scouts, Pioneers, Command Squad(limit: 1), kubelwagon
Off-map- Pioneers (in case your barracks is destroyed)
Pioneers- MG34 LMG upgrade

Units description:
Scouts (3-men)- they are the recon units armed with K98 rifles, in this stage their
job is to secure as much sectors as possible and fend of the Russian hordes.

Characteristics: long range visibility, good detection of cloaked units, tougher than russian conscripts
Ability: S-mines > anti-infantry mines that is free but long to recharge
Ability(locked): Cloaking

Pioneers (3-men)- Unlike the wehrmacht pioneers, these pioneers are 3-men in squad size, and armed with K98 rifles only. These guys are respondsible for erecting base buildings and as well fighting the incoming Russians when necessary. They could be upgraded with a MG34 LMG for extra firepower and to suppress the Russian hordes. Flamethrowers and explosives would be available later as well as increased squad sizes with appropriate HQ upgrades.

Characteristics: a versatile combat unit that improves with each tier, more expensive than scouts.
Upgrades: MG34 LMG(50 munitions) > a powerful light machine gun
Upgrades(locked): Flammenwerfer(50 munitions) > deadly flamethrower
Abilitiy(locked): Throw explosives(35 munitions) > a 3-kg explosive device would be tossed and cause great damage to enemy infantry, vehicles, emplacements.
Ability: Cut barbed wires
Build: Landmines(25 munitions) > the standard landmines that could blew things up efficiently
Build: Barracks > produce basic troops
Build(locked): Armoury > produce basic heavy weapons
Build: Munitions Bunker(limit: 1) > locks a sector and provide extra resources income, garrisonable, explodes upon destruction
Build(locked): dual MG34 emplacement
Build(locked): barbed wire, sandbags, tank traps
Build(locked): Panther Turret Bunker

Command Squad(4-men): The HQ unit of your company, responsible for coordinating your force, armed with pistols and SMGs, upgrades could make them more combat worthy.

Characteristics: very tough unit but their weapons are not that great at range, they could give bonus to nearby troops, long detection range.

Build: Field HQ post(limit:1)(200 MP, 10 fuel) > you can now call in reinforcements and artillery, and your units retreat to this point and you can reinforce from it. You can't retreat your units without this post. Locks the sector it is built in.
Ability(locked, Require: Field HQ Post): Radio for Ju87-D Stuka strikes
Ability(locked, Require: Field HQ Post): Radio for Ju87-G Stuka strikes
Ability(locked, Require: Field HQ Post): Radio for 155mm howitzer bombardments
Upgrades(Tier 2)(free): The HQ unit is armed with MP40 SMGs.
Upgrades(Tier 3)(free): The HQ unit is armed with STG44 assault rifles for better self-defence.

Kubelwagon Recon- a recon unit that could fit 3 people in it (excluding the driver), comes with a scout unit, units inside could shoot at targets outside. Takes longer to build than a normal scout unit and cost 5 fuel.

Tier 2(1 HQ researched):
Unit- MG34 MMG(requires: Infantry HQ I)- these telescoped machine guns are very deadly and could suppress and mow down the Russians very well.
Unit- 81mm Granatewerfer(requires: Infantry HQ I)- deadly medium mortars
Upgrades- Sturmpioneers(requires: Infantry HQ I)- Pioneer squads are increased to size 4 and flamethrower upgrade as well as throw explosives ability is now active.
Unit- 12 cm Granatwerfer 42(requires: Artillery HQ I)- deadly heavy mortars
Unit- Artillery FOO(requires: Artillery HQ I)- you can call in artillery with these guys that are hard to detect.
Unit- Grenadiers(requires: Infantry HQ I or Artillery HQ I)- the trusty warriors, armed with K98 rifles and a MP40 for the squad leader.
Unit- Brandenburger Commando(requires: Elite HQ I)- deadly commando units that are armed with SMGs, they are cloaked when in cover and armed with explosives. They could perform fire-up.
Unit- Brandenburger Sharpshooter(requires: Elite HQ I)- The Sniper
Unit- PaK 40
Building- Armoury
Building- Munitions Bunker
Offmap(requires: Field HQ)- Panzer IIIM
Offmap(requires: Field HQ)- Halftruck(loaded with 1 grenadier squad)

Tier 3(2 HQ researched)
Upgrades(Infantry Lv II)- one free MG34 LMG for grenadiers and pioneers
Build(Infantry Lv II, Pioneers)- 32cm Nebelwerfer 41
Upgrades(Artillery Lv II)- HEAT round ability for PaK40
Build(Artillery Lv II)- 105mm LeFH18 field howitzer
Upgrades(Elite Lv II)- K98ZF41 upgrade for commando engineers
Unit(Elite Lv II)- Commando engineers- Regular elite warriors armed with K98 rifles, possible to upgrade with MG34 LMG or STG44 assault rifles. They could perform fire-up and fire panzerfaust.
Upgrades- Scouts could fire panzerfausts.
Upgrades- Grenadiers could be upgraded with a panzerschreck.
Offmap(Armour HQ I)- Panzer IVH: the main battle tank
Upgrade(Armour HQ I or Tank destroyer HQ I)- Panzer IIIM with tungsten core ammo and increased armour
Offmap(Tank destroyer HQ I)- Jadgpanzer IV: a great tank destroyer
Offmap(Armour HQ I or Tank destroyer HQ I)- Opel Blitz with dual MG34 AA mount
Offmap- StuG IIIG: assault gun for non-armour focus players

Tier 4(3 HQ researched)
Offmap(Armour HQ II)- Panther G: the best tank for Germans
Upgrade(Armour HQ II)- AAMG for tanks
Offmap(Tank destroyer HQ II)- Nashorn: powerful tank destroyer
Upgrade(Tank destroyer HQ II)- Cloaking Jadgpanzer IV and StuG IIIG
Upgrade- Panzer IVH skirts upgrade, Panzer IIIM skirts upgrade


Doctrines(not decided)

so far all I could think of is written. I don't like thinking of the doctrines...but I would still like to propose some rough bonus

Defensive doctrine:
1. Stronger Munitions Bunkers and Field HQ
2. Could build Panther Bunkers, however, although strong, they could be decrewed and captured by the enemy.
3. Could fortify a building the infantry units occupied at a cost

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Ostheer Suggestions / Re: Unit suggestion thread:
« on: April 07, 2010, 03:30:42 PM »
Some suggestions:


Armour:

Panzer II-f : The light tank for Germans, 20mm autocannon, a MG34 CMG and vulnerable to Soviet AT rifles. This thing should be mostly used in infantry support and killing light tanks/armoured vehicles. This tank might be problematic to be put in the game as it is not used in late war.

Panzer III J/L/N : The main battle tank for the Germans in the early years, the earlier versions had a 50mm tank cannon while the late versions got a long barrel 50mm Gun and thicker front armour.

I would suggest an ability of firing special tungsten AP ammos to let them have a chance fighting T34s. There could be upgrades to long barrel L/M versions like that you upgrade 75mm shermans to 76mms. Another suggested upgrade is the armour, one should be able to spend some munitions to have improvised frontal armour plates.

While adding this tank is interesting, I don't know how useful these tanks would be in late game. Unless when you have the long barrel IVF2/G/H, you would as well have the panzer IIIs "upgraded" to the N version which is used for close support purpose, bearing a 75mm howitzer as that on the earlier panzer IVs.

Panzer IV D/E/F1 Another common support tank in the German invading force, and they are among the tanks that are capable of dealing with the KVs.

They should be mainly infantry support but should be having the abilities to fire HEAT rounds to fight tanks effectively.

It would be fair for us to have them "Upgraded" to have longer barrel guns of the F2/G/H versions. From what I recall, both F2 and G versions have the similar gun and armour, while the H version had the best gun and best armour with the skirts also.

Stug III B/G: These stuffs destroyed most tanks in the war, it would be fair to make them the tank destroyers and some semi-useful infantry support stuffs. The B version is an early war non-anti-tank version.

Special AT Units:Marder I/II/III Either One of these would fit into some tank-destroying doctrine call-ins, as something that is cheaper/more vulnerable than the tanks yet having good AT firepower.

Special AT Units:Elefant These big guys... eats tanks like vegetables, need not to say that these must be special units. Not really necessary to be added in, however.

Artillery Pieces

PaK 35/38/40 Early War Anti-tank guns to late war AT guns, I would like that you would have them replaced by the newer guns when you tech up.

LeFH18 Some basic artillery pieces like the american 105mm.

Infantry Units

Brandenburgers Elite Infantry armed with SMG/Rifles and explosives for the commandos, and for the "regular units" there should be machine guns as well, they should be the East Front KCHs.

MG34 LMG/HMG It would be weird to see MG42s in action in the early war, these MG34 stuffs are simply inferior guns and should be "replaced" by MG42s when teched up.

Anti-Tank Teams Early war units should be equipped with AT rifles and AT grenades, while late war units should be equipped with Panzerschrecks.

Scouts These should be the starting units of the Germans, they should be equipped with rifles with the option of arming them with SMGs. They should be able to fire panzerfausts when teched up.


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Ostheer Suggestions / A reference for East Front Units
« on: April 07, 2010, 02:47:36 PM »
http://www.shrapnelgames.com/Camo_Workshop/WW2/WW2_page.html

This game is something that I appreciated much that it had lots of researches on the weapons/units in WWII. I hope it could help the development team making the great East Front Mod of COH.

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