I'm having quite a bit of trouble forming a Soviet faction... No T-70, no Penals, no M3 Scout Car... ZiS-6 Truck can replace the M5 Halftrack, but what about all the other niches? Guards would have to be non-doctrinal or something. |
Wires, Tank Traps, and to a lesser extent Teller/Riegel Mines are rarely seen (because you need a detector to see them kekek) when they were an integral part of WWII battlefields.
The obvious way to use Wires and Tank Traps is to shut off pathways and that does happen, but I have never seen anyone try and successfully fortrify an open area, or at least cleverly using these to greatly limit enemy movement. You know, using things like this to avoid getting MGs/AT guns flanked and stuff. They, at least in theory, have the power to turn open areas into closed areas with proper placement.
This thread aims to investigate why these free passive defenses are not used often, and it comes with a nifty poll. How you'd solve this if you consider this to be a problem, you can mention below. |
Just admit that you're really just trying to do a 1941 mod incorporating your own ideas.
The only thing in 1941 that had 88mm firepower was an anti-aircraft emplacement.
No, I am trying to make a concept of a coherent and unique 1941 faction without being lazy and I already have a mod so if I do end up turning these concepts to a mod, it won't be any time soon.
TAW also has many inaccuracies like Pre-Order 227 Penals, M3 Scout Car pre-Lend Lease and MG42s at 1941.
So Pak43 too needs to be replaced too, thanks for pointing that out.
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Well if you make the choices more rewarding (considering you either get an pretty good damage output on long range OR at short ranges) by giving them an "Assault package" (MP40 with Tactical Assault) and a "Support Package" (LMG34 with some other ability maybe a defensive bonus?) you won't have the airborne dilemma I think ^^
Well, what would Stormtroopers do then?
The problem is, as made evident by Paras, long range power is far easier to use and far more stackable than close range power, and as such people pick the former most of the time. The MP40s would need be pretty dang good if they are to compete with LMG34. |
Pretty neat idea although I don't really like the idea of being able to change the role of a squad midgame as you proposed it for PGrens. I would make them decide... Either they go for close or for long range.
Well you know how that worked out for Airborne... In return for not having Tactical Assault, Panzergrenadiers would maintain a good level of long range performance; without the pure long range power of an LMG42.
There's still a choice involved.
It is still an alternative to give the MP40s STG44 stats, slap Tactical Assault on Panzergrenadiers with that ability active and call it a day. |
I have some free time so I decided I could make a draft of 1941 Factions using in-game items. This is for Eastern Front only.
Ostheer:
Would have liked to rename Grenadiers and Panzergrenadiers to their pre-1942 names but the voice files don't allow it and I'm trying to stick to what is currently in game.
T0: MG34 Bunker
T1:
Grenadiers: Model 24 Frag Grenades instead of Rifle Grenades (that was 1942), x2 Panzerbüsche upgrade for 50 munitions. Effective against the vehicles of the era and not so bad against infantry at long range either. 5 man squad at 280 MP, representing the higher manpower of 1941's Wehrmacht. AT Rifle Grenades provide snares. Upgrade requires BP2. Can't use AT rifle grenades if the squad has nobody with Kar98k alive.
MG34 Team: The current MG34 team with MG42 stats minus fire rate.
Sniper: Rifle simply renamed to G41 in descriptions.
Grw34 81mm Mortar Team: Same as before.
T2:
Panzergrenadiers: Elite 4 man squad armed with Kar98k rifles, highly effective at long range. They may upgrade to either 4 MP40s or a single LMG34, which can be fired on the move by Panzergrenadiers only. The MP40s have amazing close combat performance and can be stowed away with the squad taking their Kar98k again, though this has a cooldown and it takes time. 400 MP. LMG34 upgrade requires BP3.
221 Scout Car: The same old thing.
37mm Pak 36: A light and cheap AT gun that is highly mobile. Has a great fire rate and can use the Shell Shock ability at Vet 1. Uses the M-42 AT Gun model as they're basically the same in looks.
251 Halftrack: The same old thing.
T3:
Panzer II Luchs: The same little thing OKW has.
StuG E: All too familiar with it.
Panzer IV Ausf F1: Snubnosed Panzer IV which can switch between HE and HEAT shells. Basically USF's Sherman in performance with the HE gun. HEAT has reduced range and projectile speed.
Stuka zu Fuss: Mighty Wurfhammen 40 artillery, now available for Wehrmacht.
T4:
Does not exist.
Doctrinal Stuff:
- Stormtroopers get MP40s instead of STG-44s as an upgrade, but these have the exact same stats being medium range weapons.
- Elefant becomes Opel Blitz Truck.
- Tiger becomes Stuka Smoke Pot.
- Riegel Mine becomes PzIV Command Tank.
- StuG E becomes Stuka Dive Bomb.
- Stuka CAS is replaced by Model 24 Smoke Grenades, giving Smoke Grenades to Grenadiers and Panzergrenadiers at CP2.
- Stuka single AT strafe is replaced by Fragmentation Bombs.
- Ostruppen Reserves spawn with MP40s or Panzerbüsches, with no chance for an MG42 (or 34)
- Puma is replaced by Fragmentation Bombs.
- Mechanized Assault Group (LMG42 Grenadiers) spawns with LMG34 Grenadiers instead. Since Grens don't actually get LMG34 here, this makes the ability more unique.
- G43 rifles simply get renamed to G41.
- Pak43 -> Relief Infantry
(tell me if I missed anything)
Soviets:
T0:
Conscript Infantry Squad: 2x PTRS upgrade with AT Grenade upgrade, 3x PPSh upgrade with Molotov upgrade. Mutually exclusive and PTRS is only effective against vehicles in this setting.
Engineers
T1:
Guards Rifle Infantry: SVT-40s, take the current Riflemen squad from USF and add a man. Since 6/5 is a smaller ratio than 5/4 (Grens are now 5 man you know), they won't overpower them that much. Anyway:
Upgrades:
- DP-28 Reserves: Each Guards squad spawns with a single DP-28
T2:
Maxim
Scout Snipers
Mortar
T3:
T-60 (T-70)
ZiS-3
ZiS-6 Truck
T4:
T-34/76
Katyusha
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As for the Thompson weapon rack, its something I've been dreaming of in armour company since USF went live.
This is brilliant. I was wondering what I could use to replace the Elite Crews upgrade for my mod. May I use this? |
thompson weapon rack and i may never play another faction again.
This is actually very possible as every USF infantry unit can wield the Thompson according to the game files. It wouldn't be a droppable item however. |
I figure an SVT-40 upgrade would be more or less the same as the PPSh one. The difference being that SVTs offer more midrange firepower and PPSh's are for close range. Though to be fair, that might make penal battalions redundant, so I can understand not doing it.
As far as popcap goes, it's your mod. You can do whatever you want and I'm not really going to complain unless this happens in the actual game. I've always thought the popcap was slightly too low in the base game (only by maybe ~6 or so), so one unit taking up nearly half my army wasn't exactly my favorite thing to see in the world.
The way you put it makes it sound quite redundant.
Sure, it's my mod and you can use that as a way to avoid making an actual argument, but you should realize that heavy tanks are already too effective for their population. Mediums simply take more effort and are less flexible. A KT will rarely get killed instantly because it tried to scout for vision. |
Vet 2 5 man. |