Company of Heroes: Eastern Front

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Messages - StormsDivision

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1
General Discussion / Re: EF Wiki
« on: December 12, 2010, 12:52:14 PM »
Just finished the Soviet faction, I'm eagerly awaiting the Panzer Elite to finish as I love describing the German units ;D.

2
General Discussion / Re: EF Wiki
« on: December 11, 2010, 11:25:22 PM »
Thanks.

I've finished the Wehrmacht units, I've done most of the main Soviet units but there is still some support units that I have not gotten around to yet, I'll post updates on this thread for those who are intrested.

3
General Discussion / EF Wiki
« on: December 11, 2010, 10:45:15 PM »
I'm not sure if this is the right section or not to make this thread but I thought I'd just tell you guys that I've made edits to the 'field notes' of most units (yes those descriptive writings were my doings in the first place). So you know who to contact if there's something you think should be changed, I've really enjoyed writing descriptions for the units and I am glad to contribute in the least ;D.

4
Bugs & Tech Support / Re: Error when trying to play or patch
« on: October 18, 2010, 08:10:33 PM »
I don't know if he has the c++ installed but we have played EF before on previous patches without problems.

Here is a picture of his coh directory http://img241.imageshack.us/img241/3480/coh1.gif

He is using the RETAIL version of CoH, he has confirmed that that is his retail folder for CoH.

5
Bugs & Tech Support / Error when trying to play or patch
« on: October 18, 2010, 06:22:54 PM »
My friend has an error when trying to patch or play Eastern Front, when he tries to select either of the two options he gets an error saying ''Eastern front mod does not appear to be installed on your system try reinstalling eastern front mod to continue''.

He is trying to install the main client download, he has tried to reinstall twice now but with no luck, he has double checked that his EF is installing to his CoH folder and he also has Net framework 3.5. He is using Windows XP.

All help is appreciated! Thanks in advance!

6
Eastern Front / Re: Why did Germany lose on the Eastern Front
« on: June 12, 2010, 02:54:31 PM »
I will submit my thoughts.

The german army was not prepared for large scale war, Operation Barbarossa was meant to defeat the soviet union in a short blitzkrieg campaign lasting no longer than a year or two.

By 1943 After the defeat at Stalingrad and Kursk, the manpower of the German military was greatly depleted of it's offensive capabilities, a strong force still but could not match to the millions of Russian troops, and could not replace the colossal losses as Stalingrad and Kursk.

--

What I think Hitler should have done? Deal with Britain first.

When you think about it, Germany had at least an extra million or so troops in the west. If he had dealt with Britain first he could have withdrew up to half of that (around enough to create an entire new army) and sent it to the east. Furthermore, there would not have been much threat from the western countries. By the time Germany had taken Russia, they would have had access to the Nuke. Once they had the Nuke then no country was really in a position to stop them, they would have wiped America out. Not to mention the huge resource bonus Germany could have got from taking Russia, by far enough to create an entire armada of ships, planes and well trained troops in a few years. By far enough to take America.

7
Ostheer Suggestions / Re: Ostheer Veterancy and Doctrines suggestions
« on: June 12, 2010, 02:33:46 PM »
No replies?

8
I'd love to see the Jagdpanzer IV simply because it is a highly effective tank destroyer that can be produced in good numbers too.

9
Ostheer Suggestions / Ostheer Veterancy and Doctrines suggestions
« on: June 04, 2010, 12:51:06 AM »
DOCTRINES ---


-1-
Mechanized Doctrine
-Focuses on the early axis advances of Operation Barbarossa, use the advantage of speed to quickly overwelhm and encircle your opponents, use rapid deployment and advanced speed to take control over the battlefield and crush your enemy.

LEFT SIDE: MECHANIZED SUPPORT

1.) Advanced Deployment
   Description: Decreases the build time of armoured units
   Abilities: Decreases build time of armoured cars and halftracks by 1/3
   Command points required: 1
   Ability cost: Passive
   Recharge time: Passive

2.) Advanced construction equipment
   Description: All engineer units are able to construct builings at a faster rate
   Abilities: Structure build time decreased by 1/2 (including base buildings, sandbags, tank traps etc)
   Command points required: 2
   Ability cost: Passive
   Recharge time: Passive

3.) Advanced Speed
   Description:All units are better trained and thus able to move and capture territory faster
   Abilities: All units get a 1.5x movement speed and cap rate
   Command points required: 2
   Ability cost: Passive
   Recharge time: Passive

RIGHT SIDE: MECHANIZED UNITS

1.) Command Halftrack
   Description: Call in a halftrack with high ranking officers inside, increases the morale of nearby units
   Abilities: All units within the area of effect get +1 in morale (veterancy, will be explained in my veterancy section)
   Command points required: 2
   Ability cost: 300mp (Only allowed 1 Comm HalfTrack on the field)
   Recharge time: 60s

2.) Mechanized Grenadiers
   Description: Call in a SdKfz.250 with a Mechanized Grenadier squadron
   Abilities: Calls in SdKfz.250 w/ MG42. Mechanized Squadron garrisoned inside (Capable of advanced repair, armed with G43 rifles, can use grenades)
   Command points required: 2
   Ability cost: 360mp
   Recharge time: 40s

3.) Wurfrahmen 40
   Description: Call in a SdKfz.251 'Wurfrahmen' to the battlefield
   Abilities: Deploys a Stuka/Wurfrahmen 40
   Command points required: 3
   Ability cost: 460mp (max of 3 on field)
   Recharge time: 60s

=========================

-2-
Siege Doctrine
-Focuses on the axis siege tactics of Leningrad and Stalingrad in '42-'43. Assault enemy positions with heavy assault guns and flamethrowers. Bombard enemy positions with the infamous 10.5cm 'Wespe' and let your forces roam forwards after a hail of artillery.

LEFT SIDE: URBAN SIEGE

1.) Bundled Grenades
   Description: All combat infantry are equipped with an alternative Bundled grenade to clear infantry out of defensive positions.
   Abilities: Equips combat infantry with bundled grenades.
   Command points required: 1
   Ability cost: Passive (Throw Bundled grenade costs 50 muni)
   Recharge time: Passive (Bund Nade throw recharge time is 30 seconds)

2.) Panzer III 'Flammpanzer'
   Description: Call in a Panzer III 'Flammpanzer' equipped with a flamethrower
   Abilities: A Panzer III which sacrifices it's main 50mm gun for a Flamethrower
   Command points required: 3
   Ability cost: 575mp (max of 2 on field)
   Recharge time: 50s

3.) Sturmpanzer IV 'Brummbar'
   Description: Call in a Sturmpanzer IV 'Brummbar' heavy assault gun, ideal for destroying heavy defenses and infantry in buildings.
   Abilities: Brummbar has a 'Fire 15cm StuH', costs 30 munitions. (Operated similar to the Church AVRE)
   Command points required: 2
   Ability cost: 600mp (max of 2 on field)
   Recharge time: 60s
   

RIGHT SIDE: SIEGE SUPPORT

1.) Side skirts
   Description: All tanks and assault guns are fitted with side skirts to reduce the effectiveness of infantry held AT weapons.
   Abilities: Equips all tanks with side skirts, -40% penetration to sides from infantry at weapons.
   Command points required: 1
   Ability cost: Passive
   Recharge time: Passive

2.) sFH 18 Artillery strike
   Description: Call in a 150mm 'sFH 18' artillery strike
   Abilities: Bombards area with 4 150mm 'sFH 18' shells
   Command points required: 2
   Ability cost: 100muni
   Recharge time: 65s

3.) Wespe self propelled artillery
   Description: Call in a wespe self propelled artillery vehicle, ideal for medium range artillery support
   Abilities: Wespe has 'Bombard' ability which will bombard the area with 4 10.5cm artillery shells fired from the wespe.
   Command points required: 3
   Ability cost: 700mp (max of 2 on battlefield)
   Recharge time: 60s (Bombard has recharge time of 60s)

========================

-3-
DEFENSIVE DOCTRINE
-Focuses on the axis defense '44-'45, turn your areas into impenetrable fortresses, deplete the enemy of his resources and counter-attack with determined troops in order to take what ground was foolishly lost!


LEFT SIDE: HEAVY DEFENSE

1.) Defensive operations
   Description: Grants you access to build road blocks, teller mines and trenches
   Abilities: Engineer/Pioneer units can now build road blocks, teller mines(40muni each) and trenches
   Command points required: 2
   Ability cost: Passive
   Recharge time: Passive

2.) Improved defenses
   Description: All defensive structures are reinforced and thus harder to destroy.
   Abilities: All defensive emplacements (including tank traps, mines, barbed wire etc) get 1.5x health.
   Command points required: 1
   Ability cost: Passive
   Recharge time: Passive

3.) Pantherturm
   Description: Construct a heavy Anti-Tank 'Pantherturm' emplacement ideal for dealing with enemy armour.
   Abilities: Construct Pantherturm (takes 50 seconds)
   Command points required: 3
   Ability cost: Passive (Pantherturm costs 400mp, 60fuel)
   Recharge time: Passive
   

RIGHT SIDE: INFANTRY PROPOGANDA

1.) Morale boost
   Description: Through efforts of propganda, all infantry are motivated and thus recieve morale (Veterancy) easier.
   Abilities: Units recieve morale more easily
   Command points required: 2
   Ability cost: Passive
   Recharge time: Passive

2.) Inspired Assault
   Description: Infantry will unleash a fearsome assault on their enemies.
   Abilities: All infantry get improved accuracy, sight range, speed and recieve less suppression.
   Command points required: 2
   Ability cost: 45munitions
   Recharge time: 80s

3.) Propoganda speech
   Description: All infantry units are morally motivated and recieve level 3 morale for a certain amount of time.
   Abilities: All infantry recieve level 3 morale for 20 seconds while the ability is active.
   Command points required: 3
   Ability cost: 100munitions
   Recharge time: 90s
   
===========================
===========================

VETERANCY--

Now you've probably been wondering what this 'Morale' thing has been in some doctrines, basically this is my Veterancy-like idea.

If a unit is surrounded by other units, the units in that small group will recieve a morale boost, for example if there is a single grenadier squad on his own, he will be at level 0, however if he is accompanied by another 2 squads, he will raise up to level 1 of morale. This veterancy style is better increased when there is a variety of units around. For example if those 3 grenadier squads were then accompanied by a SdKfz.251 they would get level 2 veterancy.
   Note; however the veterancy is not permanent, if those units split up, the morale/veterancy will be canceled until the units are grouped together again.

Level 3 veterancy is a bit different, to achieve level 3 veterancy then you must kill enemy squads. For example if a group of grenaiders on lv2 vet killed a guards squad, they would then advance to lv3 vet giving vastly improved bonuses for a short amount of time. Units can only reach lv3 vet without fighting when a heavy single-call in unit is next to them (e.g KT, Elefant), this encourages infantry support around tanks. Or the player could use the 'Propoganda speech' of the Defensive doctrine.
Note; however other players units do not increase your own units morale.

Another way this veterancy works is that if there are alot of units together on lv2 vet (for example 4 grenadier squads), if 1 grenadier squad was killed then the units would decrease a level in sight of a dead friendly squad, however if that squad simply moved away, there would be no veterancy loss since the squads have not witnessed their comrades die. The presence of tanks will auto vet-2 infantry, however if the tank is destroyed the infantry will be reduced to vet-0 for a short period of time. This yet again points out the need for infantry support around tanks.

Tanks do not recieve morale/veterancy bonuses.

-Level1 Vet: 5% Increased accuracy, -15% Recieved supression.
-Level2 Vet: 10% Increased accuracy, -25% Recieved supression, -10% Cooldown/reload time.
-Level3 Vet: 15% Increased accuracy, -60% Recieved supression, -10% Cooldown/reload time, 20% increased speed.

10
Ostheer Suggestions / Re: - Ostheer Concept by StormsDivision -
« on: April 06, 2010, 12:19:33 PM »
I'm not saying don't have it in the Ostheer, I'm just saying that an Ostheer player can't expect it to be his main battle tank in mid-late game when t34's and IS2's start coming onto the field.

11
Ostheer Suggestions / Re: - Ostheer Concept by StormsDivision -
« on: April 06, 2010, 10:17:25 AM »
But allowing the Panzer III to use APCR rounds would make the Panzer IV not worth building, and to be honest, CoH still needs some degree of realism with units, and having an army of Panzer III's in the battlefield instead of Panzer IV's seems a little silly to me.

But the message is settled, the Panzer III can NOT penetrate the frontal armour of a T34 (unless using APCR, but that would never happen IRL)

12
Ostheer Suggestions / Re: - Ostheer Concept by StormsDivision -
« on: April 05, 2010, 09:08:14 PM »
Sorry, but you are wrong, the Panzer III with the 50mm KwK L/42 could not destroy the T34 Frontally at any range unless using APCR ammo, which was in very short supply for all Panzer III's.

Details:

Penetration Data for the 50mm KwK 38 L/42

100m / 53mm --
500m / 43mm --
1000m / 32mm --

Panzer III Armor

Hull front / 50mm at 90°
Hull sides / 30mm at 90°
Hull read / 50mm at 80°

== == == == == == == == == ==

T34 Armor

Hull front / 45mm at 30°
Hull sides / 45mm at 50°
Hull rear / 45mm at 45°


Post Merge: April 05, 2010, 09:15:30 PM
I've done the math too, 45mm at 30° is roughly around 80-100mm, the maximum penetration of the Panzer III is around 50-65mm at 100m or less

13
Ostheer Suggestions / Re: - Ostheer Concept by StormsDivision -
« on: April 05, 2010, 07:41:07 PM »
I just happen to be an expert in armoured warfare of WWII, and I know straight away that the Panzer III's 50mm KwK 38 and the upgraded KwK 39 could not penetrate the T34's 50mm Sloped frontal armour, which is why they introduced the more powerful 75mm KwK 40 onto the Panzer IV, a tank originally designed to handle soft targets such as infantry, light vehicles, machine gun nests etc, a role which the Panzer III was not suited for.

14
Ostheer Suggestions / Re: - Ostheer Concept by StormsDivision -
« on: April 05, 2010, 07:02:22 PM »
We're fighting soviets here, the only things they'll be able to take on is the t-70, t-90, zis healing truck and katyusha in head on assault.

Stuart can take on Scout cars, Halftracks, Pumas and the Hotchkiss, not similar soviet vehicles, but all light armor.

15
Ostheer Suggestions / Re: - Ostheer Concept by StormsDivision -
« on: April 05, 2010, 04:00:12 PM »
Why not a flakpanzer/mobelwagen? Because for 3 command points you'd expect something that can fend off at least enemy infantry, especially considering it's the last unlock for the Anti Air side of the doctrine.

Having a Pz III for a MBT (Main battle tank) is like having the British stuart as the MBT, it's only good vs infantry + light tanks.

Why a Panzer IV? Because it was the 2nd most numerous armored fighting vehicle Germany produced!!! Not having a Panzer IV in the Ostheer is like not having the Kar98 for Infantry!!!

As for the Luchs, ok yes I agree, some lighter tanks may be needed, I'll make the appropriate changes when I have more time on my hands.

Yes there may be alot of new vehicles, but not many of them may have a real purpose on the battlefield, I don't see the point in giving the Ostheer sdkfz 7/1 or 7/2 because #1 they have no weapons and #2 No one really want to waste 200 manpower and some small fuel to make a troop transport when you can just garrison a building and upgrade it to a forward barracks for a little extra manpower, and just produce lots of units from there!
#3 No one really uses the SDKFZ from the original Wehrmacht for troop transport, the only reason it's used is to upgrade it to a stuka or flamethrowers.

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