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Messages - 3y Gvardeyskiy Mechanized

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1
Ostheer Suggestions / Re: 3y Gvardeyskiy Mechanized's Ostheer Reposted
« on: February 15, 2010, 10:25:03 PM »
slightly modified

2
Suggestions / Re: Reward Units (within doctrines)
« on: February 11, 2010, 04:52:43 AM »
Hah +1. After all that has been said, it all comes back to WTF. Rofl!

3
Suggestions / Re: Italians
« on: February 06, 2010, 07:09:14 PM »
The SS existed. Period. That doesn't mean that they were good, or anything like that, but they did exist. What was the point of fighting a war to end the atrocity that was the Holocaust if we just hide the facts. We have to learn from history. And Aouch, just calm down. Just because someone wants a historically accurate symbol in a game does not mean they are a Nazi. Personally, I don't care whether or not the Ostheer has swastikas. For me, the more historical accuracy, the better. But if people are going to go into cardiac arrest over a f*cking symbol (excuse the language), then just keep it out. Sorry for the rant, just my 2 cents.

4
Suggestions / Re: Would this be possible? (reward skins)
« on: January 24, 2010, 01:16:34 AM »
awesome  :D cant wait! thanks for the quick reply

5
Suggestions / Would this be possible? (reward skins)
« on: January 23, 2010, 11:01:14 PM »
I know the devs have reward units made and ready to go. My question is, would it be possible to use the reward units system to make more unit skins available? For example, make a consrcript reward unit with exactly the same stats as regular conscripts, but they are wearing overcoats (like the artillery firebase crewmen). This would be cool because you could change the way your units looked if you were playing on a winter map.

6
General Discussion / Re: Reward Units?
« on: January 23, 2010, 03:11:02 AM »
and probably the su 122

7
Balance Discussion / Re: Red army = fucking cheated
« on: January 23, 2010, 01:33:21 AM »
good point, but its accuracy in games not the best  :). Regardless, it was powerful irl, and in game

8
Balance Discussion / Re: Red army = fucking cheated
« on: January 22, 2010, 11:45:48 PM »
The IS 2's 122mm main gun could penetrate a panthers front armor, go through the engine block, and penetrate the rear armor in one shot at a distance of 1500m (November 1943 field test at Kubinka proving grounds[near Moscow]). To all those who say the IS 2 had a shitty tank v tank gun, look up your facts.  ;)

9
Ostheer Suggestions / 3y Gvardeyskiy Mechanized's Ostheer Reposted
« on: January 21, 2010, 10:53:09 PM »
Reposted so it wouldnt get deleted.

This is my Ostheer idea. It relies on call in units and upgrades to represent how the Ostheer was the attacker in the beginning of the war. Sorry about the simple names, I didn’t know what to call the support/ doctrines, etc.

HQ: A mobile truck very similar to the British HQ truck. Can be upgraded to allow command group to call in various tanks and support. It can build:

Ersatz (Reserve) Pioneers: A squad of 5 pioneers armed with k98ks. Can build mg bunkers, barbed wire, mines, trenches, and heavy (12cm sGRW 43) mortar emplacment. These men can also fight in a pinch.

Sturmgrenadiers: 4 man squad armed with k98ks. If Army Group North doctrine is chosen, they can be upgraded with Pzb39 Anti-tank rifles and can throw AT grenades. If Army Group Center doctrine is chosen, they can fire panzerfausts, can be upgraded with mg42 lmgs, and can booby trap buildings. If Army Group South is chosen, they can fire panzerfaust, sprint, and throw bundled grenades.

Command Group: A 3 man squad with an officer with a luger, a lieutenant with an mp40, and a rifleman with a k98k. This is the most important Ostheer unit, as they are responsible for calling in all other troops. After the corresponding upgrades are purchased, they can call in:

Italian Battlegroup: Call in two squads of Fucilieri troops supported by a 13/40 light tank (similar to the t70). The Fucilieri can be uprgraded to Alpini to gain LMGs, SMGs, and more health.

Lichte Panzer battlegroup: 2 panzer II tanks armed with 20mm cannons. Great against infantry and light vehicles.

Medium Panzer battlegroup: A panzer III ausf. J and a stug III are called in. Good all purpose armored support.

Schwere Panzer battlegroup: A Tiger I supported by a Panzer IV F are called in. Good vs. everything.

Mechanized AA support: An Sd Kfz 7/2 (3.7 cm) AA halftrack is called in. Light armor, but good vs. planes and infantry.

Anti Tank support: A PaK 40 7.5 cm AT gun is called in. Good vs. Armor.

Transport: 2 Opel Blitz trucks are called in. Fast, but little armor.

Panther D Battlegroup: 2 Panther D tanks can be called in. Cheaper to call in than PE panthers. However, they are more susceptible to engine damage more than the other faction’s panthers.

Doctrines:
Army Group North

Left side:
 Finnish volunteers (2 cp): 5 man squad of finnish troops armed with bolt action rifles and Molotov cocktails. Light Infantry support.

Sicherungs (1cp): Call in a 6 man squad for the purpose of eliminating partisans. Not too good in regular combat though.

Crack shot (3 cp): Call in a sniper who is an expert at his job. Has an ability that costs munitions to uncamouflage enemy snipers in a map sector for 30 seconds.  Can run while camouflaged.

Right side:
Whirlwind Attack (1cp): All forces move and shoot faster and are harder to suppress at the cost of not being able to use cover/enemy accuracy against tanks is better. Lasts 30 seconds

Selective targeting (2 cp): When targeting a Soviet squad with a commissar, troops focus all of their fire on the commissar first until he is dead. Or a major if it is a command squad. (I don’t know what this would do vs. British or American players. Any suggestions?)

Artillery Support (2cp): Pioneers can construct leFH 18 howitzers.

Army Group Center:

Left side:
Festerplatz (1cp): All pioneers build defenses faster.

S-mines (2cp): Pioneers can plant s mines which do massive damage to infantry. Not as effective against tanks.

Flak Nest (2cp): Pioneers can build a fortified bunker with a 2cm AA gun on the roof.

Right side:
Anti-tank Trenches (1cp): Pioneers can build AT trenches to slow down enemy tanks. (tanks crossing them move very slowly and there is a chance they could get immobilized)

Rocket Artillery (3cp): A Panzerwerfer Self propelled rocket launcher can be called in. Max of 2 at a time.

Armored Reserve (5 cp): An Elefant tank hunter can be called in, but only once per game.

Army Group South

Left Side:
Recon run (2cp): A Storch reconnaissance plane flies around the targeted map area for 1 minute, removing all fog of war while it is active.

Fighter Interception (2 cp): 2 BF 109 Messerschmitt are called in to shoot down enemy planes for 1 minute. OR An FW 190 strafes the target area with mgs and light cannon. better vs armor than the US strafing run. (Some people didnt like the fighter interception as much so readers pick/vote on whether interception or strafing)

Ground attack run (3cp): A ju-87 Stuka makes a bombing run on the targeted area. Siren pins enemies.

Right Side:
Propaganda strike (2 cp): All squads in a radius become instantly suppressed. (I forgot who had this in their suggestion thread but credit goes to whoever made this ability up)

Tank Destroyer Support (3cp): A Hornisse/Nashorn Self propelled Anti tank gun can be called in. Max of 2 at a time.

Self Propelled Artillery (3cp): A Wespe SPG can be called in. Max of 3 at a time.

10
Off Topic / Re: [Question]Starting Unit for new race
« on: January 18, 2010, 05:23:11 PM »
you could always just change the ISU 152 to the ISU 122. Looks very similar, but had same gun as IS 2 (good AT more than HE)

11
Suggestions / Re: 3y Gvardeyskiy Mechanized's Ostheer suggestion.
« on: January 18, 2010, 05:49:44 AM »
thanks  :) What do you suggest I replace the air interception with?

12
Suggestions / 3y Gvardeyskiy Mechanized's Ostheer suggestion.
« on: January 14, 2010, 10:28:29 PM »
This is my Ostheer idea. It relies on call in units and upgrades to represent how the Ostheer was the attacker in the beginning of the war. Sorry about the simple names, I didn’t know what to call the support/ doctrines, etc.

HQ: A mobile truck very similar to the British HQ truck. Can be upgraded to allow command group to call in various tanks and support. It can build:

Ersatz (Reserve) Pioneers: A squad of 5 pioneers armed with k98ks. Can build mg bunkers, barbed wire, mines, trenches, and heavy (12cm sGRW 43) mortar emplacment. These men can also fight in a pinch.

Sturmgrenadiers: 4 man squad armed with k98ks. If Army Group North doctrine is chosen, they can be upgraded with Pzb39 Anti-tank rifles and can throw AT grenades. If Army Group Center doctrine is chosen, they can fire panzerfausts, can be upgraded with mg42 lmgs, and can booby trap buildings. If Army Group South is chosen, they can fire panzerfaust, sprint, and throw bundled grenades.

Command Group: A 3 man squad with an officer with a luger, a lieutenant with an mp40, and a rifleman with a k98k. This is the most important Ostheer unit, as they are responsible for calling in all other troops. After the corresponding upgrades are purchased, they can call in:

Lichte Panzer battlegroup: 2 panzer II tanks armed with 20mm cannons. Great against infantry and light vehicles.

Medium Panzer battlegroup: A panzer III ausf. J and a stug III are called in. Good all purpose armored support.

Schwere Panzer battlegroup: A Tiger I supported by a Panzer IV F are called in. Good vs. everything.

Mechanized AA support: An Sd Kfz 7/2 (3.7 cm) AA halftrack is called in. Light armor, but good vs. planes and infantry.

Anti Tank support: A PaK 40 7.5 cm AT gun is called in. Good vs. Armor.

Transport: 2 Opel Blitz trucks are called in. Fast, but little armor.

Panther D Battlegroup: 2 Panther D tanks can be called in. Cheaper to call in than PE panthers. However, they are more susceptible to engine damage more than the other faction’s panthers.

Doctrines:
Army Group North

Left side:
 Finnish volunteers (2 cp): 5 man squad of finnish troops armed with bolt action rifles and Molotov cocktails. Light Infantry support.

Sicherungs (1cp): Call in a 6 man squad for the purpose of eliminating partisans. Not too good in regular combat though.

Crack shot (3 cp): Call in a sniper who is an expert at his job. Has an ability that costs munitions to uncamouflage enemy snipers in a map sector for 30 seconds.  Can run while camouflaged.

Right side:
Whirlwind Attack (1cp): All forces move and shoot faster and are harder to suppress at the cost of not being able to use cover/enemy accuracy against tanks is better. Lasts 30 seconds

Selective targeting (2 cp): When targeting a Soviet squad with a commissar, troops focus all of their fire on the commissar first until he is dead. (I don’t know what this would do vs. British or American players. Any suggestions?)

Artillery Support (2cp): Pioneers can construct leFH 18 howitzers.

Army Group Center:

Left side:
Festerplatz (1cp): All pioneers build defenses faster.

S-mines (2cp): Pioneers can plant s mines which do massive damage to infantry. Not as effective against tanks.

Flak Nest (2cp): Pioneers can build a fortified bunker with a 2cm AA gun on the roof.

Right side:
Anti-tank Trenches (1cp): Pioneers can build AT trenches to slow down enemy tanks. (tanks crossing them move very slowly and there is a chance they could get immobilized)

Rocket Artillery (3cp): A Panzerwerfer Self propelled rocket launcher can be called in. Max of 2 at a time.

Armored Reserve (5 cp): An Elefant tank hunter can be called in, but only once per game.

Army Group South

Left Side:
Recon run (2cp): A Storch reconnaissance plane flies around the targeted map area for 1 minute, removing all fog of war while it is active.

Fighter Interception (2 cp): 2 BF 109 Messerschmitt are called in to shoot down enemy planes for 1 minute.

Ground attack run (3cp): A ju-87 Stuka makes a bombing run on the targeted area. Siren pins enemies.

Right Side:
Propaganda strike (2 cp): All squads in a radius become instantly suppressed. (I forgot who had this in their suggestion thread but credit goes to whoever made this ability up)

Tank Destroyer Support (3cp): A Hornisse/Nashorn Self propelled Anti tank gun can be called in. Max of 2 at a time.

Self Propelled Artillery (3cp): A Wespe SPG can be called in. Max of 3 at a time.

13
Suggestions / Re: Ostheer Special Unit: Sturer Emil
« on: January 14, 2010, 06:55:22 PM »
usually im not a fan of experimental vehicles, but I have to say this is a darn good idea ;D it would be difficult to use correctly, but if microed properly there would be no end to the damage it could do.

14
General Discussion / Re: Guards skins
« on: January 02, 2010, 12:35:21 AM »
true lol. If you can survive years of fighting, you can wear whatever you want!

15
General Discussion / Guards skins
« on: January 01, 2010, 07:37:45 PM »
I like the way the Guards look, and I was wonderinng what uniform the guards are wearing. For example, the strelky and conscripts are wearing the m43 (they look great btw). I can see the m43 collar under the Guards jacket, but I cant tell what the Guards are wearing over it.

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