US Forces stuff
Light Infantry Company
1) Rangers Recon Team: Rangers armed with M1 Garands; light firepower but can sprint, throw multiple grenades, and capture faster than other units. Vet1 unlocks Deploy Marksman ability, which allows them to snipe a target squad for a munitions cost.
2) Fire Up!
3) Pilfered Equipment: Similar to Recoup Losses- while ability is active, enemy infantry killed by your units will grant munitions, and vehicles destroyed will grant fuel.
4) Bulldozer 105mm Sherman
5) Pinpoint Artillery: Off-map 75mm artillery fire three HE shells precisely onto target. No flares are throw, but shells take 5-10 seconds to arrive.
Defensive Support Company
1) Assault Engineers
2) Man the Defenses: Timed ability, while active all infantry in cover gain increased defensive bonuses.
3) Officer Resource Bonus: Officer squads increase resource income in the sector they are in, depending on the resource type: (Munitions from Munitions sectors, Fuel from fuel, and Manpower from Standard). HQ and VP sectors do not count, and effect doesn't stack from multiple officers in the same sector.
4) Extra Capacity (Passive): All infantry squads gain an additional weapon slot, 2 to 3.
5) Time on Target Barrage
Glider Assault Company
1) Infiltrate Pathfinders: Airborne Pathfinders can be called in on a target building; if unoccupied they will spawn from that building and exit.
2) LMG Supply Paradrop: 2x M1919 LMGs drop for 150 munitions in target friendly sector.
3) Riflemen Glider Insertion: Waco CG-4 Glider lands at target location, spawning a squad of Cavalry Riflemen; drops immediately and with full health when location is near Pathfinder beacon. If in friendly sectors, they reinforce nearby infantry.
4) AT Gun Paradrop
5) P-47 Ground Support: P-47 loiters target area, suppressing enemy infantry with .50 machine guns.
Glider Support Company
1) Blind Drop Pathfinders: Recon plane followed by Pathfinder squad parachuting to target location.
2) Supply Glider: Glider lands at target location to secure sector and increase income. Unarmed and fragile, and maximum eight of this type can be dropped at any time; cannot deploy onto sectors with existing Gliders, and does not stack with existing caches. Pathfinder Beacons allow Gliders to land much faster and without losing health.
3) HMG Paradrop
4) Glider HQ: Glider lands at target location and provides forward weapon racks and combat bonuses to nearby infantry, and will heal nearby infantry; can only deploy one at a time, cannot deploy onto sectors with existing Gliders, and healing does not stack with Ambulance/ Medics. Pathfinder Beacons allow Gliders to land much faster and without losing health.
5) M-83 Cluster Bombs: Air-dropped mines cover target area, functions like AP minefields.
Chemical Warfare Company
1) Assault Engineers
2) Mortar Halftrack
3) M8 Greyhound
4) Vehicle WP Ordnance: Stuart, Sherman and Jackson can fire a single WP shell at target enemy vehicle; shell will land on target location, affecting all units in it.
5) Illuminated Barrage: Off-map M2 heavy mortars fire mix of HE and illumination shells onto target area; location is revealed during barrage, and HE damage similar to Soviet 120mm shells.
Mechanized Support Company
1) Forward Capture: When activated, your vehicles will slowly capture territory; Vehicle Crews will capture 50% faster than normal
2) M3 Halftrack with Cavalry Riflemen: Light vehicle carrying Riflemen armed with Thompson SMGs, can throw cooked and smoke grenades
3) Directed Fire (Passive): Vehicles can use the Button Vehicle ability, making targeted vehicles move and fire slowly; must remain within firing distance.
4) M10 Tank Destroyer
5) T34 Calliope
Signal Company
1) Surveyor Specialization: Officer squads and vehicles gain improved sight range when stationary; officer squads unlock the "Triangulate" ability, revealing all enemy units in fog of war in 2x of sight radius.
2) WC51 Truck
3) Signal Jamming: Timed ability, while active enemy sectors that you are in gain reduced resource income; when decapturing sectors, the enemy receives zero income as if the sector was already neutralized.
4) Focused Fire: Officer squads can "Mark" enemy units to take increased damage.
5) T28 Fragmentation Barrage: Similar to Fragmentation Bombs, off-map M2A1 Howitzer batteries fire Canister shells slowly onto target location; highly effective against infantry, and stuns vehicles when hit.
Assault Infantry Company
1- Rangers Demolitions Team: Rangers with M1 Garands, has Remote bombs and Satchel Charge abilities, can upgrade to 2x Thompsons for 90 munitions.
2- M2 Flamethrower
3- Manpower Requisition: Similar to Rapid Conscription and Relief Infantry; while active, manpower income is increased according to the level of popcap; the lower the popcap the greater the income bonus.
4- WP Covering Barrage: Similar to Assault Artillery, WP shells are fired over target enemy sector; can be fired into Fog of War.
5- Bulldozer 105mm Sherman |
223 scout car to lock down sectors? OKW doesn't have caches or any lockdown capabilities. |
I give a 1/5 on the effort in advertising. |
UKF ones
Line Infantry Regiment
1- Section Officer: an Infantry Section with an officer attached deployed to the field. Grants fire rate bonuses to all nearby infantry, and grants increased defensive bonuses when they are in cover. Officer can call in a single strafing run and mark enemy units.
2- M3 Supply Halftrack
3- "Tally Ho!": Timed ability; while active all infantry units become more resilient to damage when taking losses, making them less prone to squad wipes.
4- Artillery Cover
5- Vanguard Operation “Crocodile”
Cavalry Regiment
1- Early Warning
2- Vehicle Raid: Your vehicles can be upgraded to passively capture territory at half capture rate.
3- Reserve Detachment "Crusader": Similar to Relief Infantry/ Rapid Conscription, medium and heavy vehicles lost to enemy fire will spawn a Crusader Tank Mk. III to T3's rally point; this light tank boasts same speed of the Cromwell, but the firepower and durability of the AEC. Maximum six tanks deployed every duration.
4- Field Recovery Operation
5- Concentrated Fire Operation
Royal Tank Regiment
1- Reconnaissance Section: Deploy an Infantry Section with increased sight range and can call in a Recon plane for free like a designated command vehicle. Has the Valentine's Observation toggle ability that cloaks them but renders them immobile and unable to fire, but reveals all enemy units nearby.
2- Concentration Barrage
3- Heavy Armour Specialization: Upgrading to Hammer Tactics will allow you to train Churchills alongside Comets, and vice versa. Does not unlock the other specialization's powers.
4- Vehicle Crew Repairs
5- Land Mattress Creeping Barrage: Nearby Land Mattress batteries fire at target location.
Royal Marines Armoured Support Group
1- Raid Operation
2- M3 Halftrack with Commandos
3- RMASG Detachment "Sherman": M4 Sherman with ability for indirect fire support like the SU-76; it otherwise functions like 75mm Sherman.
4- Strafing Support
5- Forward Observation Post
Royal Logistics Corps (RLC) Regiment
1- Ordnance Stockpiles: Ability that costs no munitions but has long cooldown; while active, doubles the number of projectiles used by certain munitons-abilities, such as grenades. Certain abilities like Tulips are excluded.
2- Resupply Half-Track
3- Overrepairs: While active, Royal Engineers repair 1.5x-2x faster and grant an additional 25% health of affected vehicles.
4- Air Resupply Operation
5- Logistics Outpost: converts an occupied ambient building to provide (additional) resource bonus to the sector it occupies; the resource is dependent on the type of sector (Fuel sectors increase fuel income), and allows sector to remain in supply when isolated. Only one building can be converted at any time.
Airlanding Regiment
1- Strategic Reconnaissance: Recon planes will slowly fly over the battlefield, revealing the entire map. Cannot be shot down, travels slow but expensive munitions cost and cooldown time.
2- Forward Logistics Glider
3- Air Assault: Select one of your existing gliders, and Commandos will spawn from that glider. Can also select any other area of the map to deploy Commandos from off-map.
4- Airmobile Support: A Hamilcar glider will land at target location and deploy a Tetrarch tank; light but fast, and similar in performance and function to Stuart. If the glider is in friendly sectors that are in supply, additional Tetrarchs may be produced from the glider.
5- Strafing Support
Service Regiment
1- Rearguard Action (Passive)Your infantry units will have reduced upkeep costs when in friendly connected sectors and not fighting; does not apply to capturing neutral sectors or when being attacked.
2- Recon Detachment "Staghound": Light vehicle with similar stats as AEC, but focused on anti-infantry; can upgrade to pintle HMG and can toggle to command vehicle mode, disabling weapons but improving nearby units.
3- Vehicle Crew Repairs
4- Mortar Cover
5- Perimeter Overwatch
Lend-Lease Motorised Regiment
1) Early Warning
2) Designate Command Vehicle
3) M5 Support Halftrack: Can upgrade to drop Vickers and Piat, but can also upgrade to M45 quad; cannot transport, reinforce or drop weapons when upgraded.
4) RMASG Detachment "Sherman": M4 Sherman with ability for indirect fire support like the SU-76; it otherwise functions like 75mm Sherman.
5) Precision Barrage
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For a mod you made? Care for a link then?? |
I disagree.
Being forced to build 18 engineers/Pioneers to have a decent repair speed is retarded design. The WFA/TBF are just perfect in that area. Agreed; I rather everyone need 2-4 Pioniers to repair fast, rather than OKW opponents to require 8 Sturmpioniers to repair at the same speed as you would 4 of them with the repair upgrade.
Which brings another problem: Sturmpioniers cost 320 manpower, so from strategic standpoint, they'd be at a huge disadvantage in keeping heavy tanks up to spec simply because Allied factions' engineers cost far less. There's already a risk of squad wiping your Sturmpioniers when repairing something, and losing a 320 manpower squad with AT, minesweeper, emplacement/ wire AND repair capability- now the additional risk is they wouldn't even repair as fast.
At least with upping CEs and Pioniers' repair speed when upgraded, they're still shitty in combat. |
Wild thought here: they spawn with StGs but can use Panzerschreck? They kinda make them more like Falls, though whether that's a good or bad thing is a different issue.
Or they spawn with Ober rifles....and can upgrade to IR StGs instead. |
They're OK. They're not in competition, in my book.
With that said, I wish map makers used WFA soundtracks in their maps. Apparently you can do that all this time. |
CoH2 isn't 100% authentic.
Erm OK. Where the fuck is my Maus then? |
A lack of naval support wouldnt rlly be a big deal with the IJA having engaged mostly on land battles, and there were tons of land battles on the Pacific, maybe more than naval battles actually.
Land battles that included naval support, a feature that's not very realistic in CoH2 battles. Air strikes however are a different issue, you just make the descriptions vague so it's not clear if it's IJA or IJN based aircraft doing the attacks.
About Japanese units not being able to compete against the British or Germans in an open field battle in Coh2 I dont agree at all, this is kinda the point and what Im trying to show in this thread actually. Take a look at the Ho-Ni II TD I included for example or the Type 4 Ho-Ro, these could technically take out a Tiger I or even a KT, so these two could easily be a late game IJA vehicle, and I left out a few other possible late game vehicles.
Also considering that there are already some in game units such as the Soviet Zis gun, bazookas, among other that can take out a KT or a Jagdtiger from the front, adding some other units which actually had better pennetration value such as the Ho-Ni II (120mm pen) or the Type 41 field gun (around 100mm pen), I dont think it would look anymore unrealistic on that aspect, also its not like Coh2 is an example of realism either. Aneways so these two IJA TDs for example could easily be around the same tier of the Jackson or the Su-85 regarding penetration values.
I would put it in the perspective of the following:
Japanese anti tank weapons would be as realistic as ZiS and bazookas penetrating King Tigers fron the front: both are unrealistic to the point of ridiculous.
Of course the problem with that argument is that it just reinforces the sheer unrealism of the game and how a Japanese faction has to be equally ludicrous in order to be feasible in said unrealistic game. I still don't buy that, because it's a mentality that accepts increasing implausibilities just to accommodate an almost implausible scenario. I rather they just make a CoH3 featuring IJA, hell it'll make more money for them, AND be less of a headache to balance and tweak.
ALso to add, you're not just trying to design units to perform against other units they've never fought agains, but also design a faction that would, presumably, have a distinct style of gameplay. Of course that's not withstanding the idea of IJA Rifleblobs blazing though Churchills by equipping 81mm RRs. Come now, we all know that's the first thing we'll do once we unlock that upgrade at T4!
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