Soviet Shock Army
I absolutely hate this doctrine design. Lets have shocks and PPSHs... Lets have 120mm Mortars and Ml-20s... TOO MUCH OVERLAP. This doctrine has a lot of overlap with itself and its own abilities are fight for the same role.
2 CP: Shocks
2 CP: 120mm Mortar
2 CP: Conscript PTRS
6 CP: For Mother Russia
12 CP: IL2 Sturmovik Attack
I think the Conscript PTRS would be quite nice for this doctrine. This way the initial conscripts will not overlap with Shocks in fighting infantry. The 120 mm Mortar would be a nice mobile platform to bombard and smoke MGs to support Shocks.
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
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United StatesPost History of Angrade (Ægion)
Thread: SOVIET COMMANDER REVAMP DISCUSSION21 Jul 2018, 13:30 PM
In: Lobby |
Thread: USF COMMANDER REVAMP DISCUSSION21 Jul 2018, 13:14 PM
I my mods, I have also merge sprint and flares, but something else. I also have replaced the grenade ability with a cooked grenade, still required grenade research. The voice line is about veteran riflemen and cooked grenades are a elite ability so it does fit quite well. For the sprint ability the exhaustion is some what needed. Oorah lasts for 10 seconds. Granted Conscripts a still a lower quality of infantry but in the early game vs Ostheers MGs, it lasts for a extremely long time. Ostheer Sprint only for 5 seconds. This does not last very long and so it allows for the unit runs for cover and that is about it. Assault Grenadier Sprint (this is separate from regular sprint) Still only lasts for 5 seconds which is really not enough to close the gap from max vision to recommended firing. Fire it up does last for 10 seconds before exhaustion but riflemen are a high quality of infantry. I do recommend exhaustion duration should be reduce to 3 around seconds. In: Lobby |
Thread: BRITISH COMMANDER REVAMP DISCUSSION20 Jul 2018, 18:24 PM
Special Weapons Regiment 2 CP: Boys AT rifles -Infantry Sections and Royal Engineers may now upgrade with two AT rifles. (AT grenade moved to non doctrinally to infantry sections that require mills bombs research) 3 CP: Resupply Half-Track -Weapon Drops Require Weapon Racks -Vickers LMG replaced with a Bren Drop -CP reduced from 4 to 3 (Bren Weapon Racks will now give Vickers Ks to commandos instead of Brens, same stats) 8 CP: Hold the Line -properly effects sectors that are not catured by the player (Ally captured Territory) 12 CP: Concetrated Fire Operations 13 CP: Crocodile -Main gun damage increased to 160 from 80 Tactical Support In live this doctrine is very heavy in munitions and the recover sappers can not help with this seeing how late and costly they are for very little effect. The Forward OP is very restrictive, very expensive, little impact, and a simple way of adding in more than five abilities. 0 CP: Recovery Operations (Active) Able to fire flares over wrecks -35 Munitions (Passive) Allows Infantry Sections and Royal Engineers to Salvage Wrecks 2 CP: Scoped Rifles -Infantry Sections and Royal Engineers can be upgraded with two scoped Lee Enfields increasing long range accuracy and fire power -Requires two weapon slots 2 CP: Designate Command Vehicle 4 CP: Air Resupply Operations -Able to target location and not sector point 10 CP: Artillery Cover -Base Howitzers also fire for the duration In: Lobby |
Thread: WEHRMACHT COMMANDER REVAMP DISCUSSION20 Jul 2018, 17:52 PM
The two I would like to see redone would be Mechanized and Encirclement German Mechanized This commander should be focused on lighter vehicles and tanks. The Lefh 18 is a bit out of place to a mech doctrine. Here is my suggestion: 0 CP: 250 Halftrack Call in (could affect the mortar halftrack and/or Mechinzed assault) -200 manpower ish (some stat changes may be needed) -Able to be upgraded with a mortar for 150 Manpower (does not have incendiary rounds, loses hold ability) -Or able to hold mortar squads outright 0 CP: Panzer 4 F1 call in -Requires Battle Phase 2 -Stats adjusted to more closely match a T34 in vs Armor -300 Manpower, 90 Fuel -Uses Armor Reserves voice line 2 CP: Regal AT Mines (Affects all doctrines) -Able to laid by 250s, 222s as well -Cause heavy engine damage instead of immobile. -Damage reduced to 240 from 400 -Cost reduced to 30 from 50 4 CP: Spotting scopes (or was it 5 CP, I forget) 4 CP: Vehicle Breakthrough -Cost changed from 50 fuel to 50 Munitions Encirclement In live this doctrine is too map dependent and too munitions heavy. 0 CP: (Passive) Encirclement -Enemies in cut off sectors will have flares fired over head 2 CP: Stormtroopers In live these guys are too heavy in munitions to be effective and too similar to Grens and Pgrens. I would like their stock value increased while being unique. -5 Man squad (same states) -Bundle Grenade replaced with grenade assault or with a Cooked Stick Grenade -Call in cost increased from 340 to 360 -Only able to be upgraded with PzB 39s (roughly equal to ptrs or boys AT) -Vet 1 Ability is replaced with Tactical Assault -Has a Sprint Ability 4 CP: Supply Break -Strong enough to destroy cashes -Cost reduced to 50 munitions? 8 CP: Light Arty Barrage 10 CP: Command Panther -Roughly equal to the OKW Command Panther -Uses Command Panther Call in Voice lines In: Lobby |
Thread: Churchill AVRE20 Jul 2018, 11:54 AM
I am in for full support on adjusting the AVRE, as well as the Sturmtiger. My suggestion is to rework the AVRE so work more like a Brummbar. Its damage would more constant and consistent. The constant damage would result it in having a higher DPS and while to be more fair to play against. This sounds like a win-win to me. In: COH2 Balance |
Thread: Invisible Squad Indicator Icon, UI garrison not updating15 Jul 2018, 13:20 PM
For the garrisoning: the emplacement only has one visible model slot and you can not mod more in. (If you look closely the left has 3 crew while the right has 4.) I can not say why you can not see the squad in the UI, though I think this it has to due with the EBPS, UI, Squad select. With only one model able to be shown, I would advise disable garrisoning. This one model can be a weapon team and its attach crew, but in order to allow a weapon team to garrison infantry would be requirement as well. |
Thread: Planning a mod, Brainstorming ideas7 Jul 2018, 15:18 PM
Sorry, I haven't got into to this website for a while, so I did not see your message. I decide to keep posting more reply under this blog instead of your mod release page due to some personal reason. Please understand me. I did not know that some countries block the steam workshop. Here is a direct link: https://drive.google.com/open?id=12ceC9vf0hd9TAyBTEOdaMLpZUUH-jirT Soviets have large number of late game vehicles available so this is why I am giving it an AT role while the KV1/8 and Sherman can more focus on infantry I have adjusted the pioneers and combat engineers veterancy to include more survivability. In: COH2 Balance |
Thread: Ægion's Mod [Update 9/10/2018]7 Jul 2018, 15:05 PM
New update largely involving Ostheer. I wonder if anyone will notice it? In: COH2 Balance |
Thread: Unused stuff in CoH2 (for commanders update)5 Jul 2018, 18:19 PM
Unused voice lines 25 Pounders Red Banner T34-85 skins 223 and 221 Dragon Teeth Tank Traps Barb Wire Fields In: Lobby |
Thread: Ægion's Mod [Update 9/10/2018]2 Jul 2018, 17:22 PM
New update General All engineers will now build faster when out side of combat All tank traps provide light cover instead of heavy All engineers are able to construct sand bags Soviets M3 Scout Car, WC 51, and Universal Carrier vet 1 ability replaced with passive capture. M3 Scout Car Cost change to 240 Manpower 0 Fuel SWS Halftrack Now able to reinforce infantry on the field if it is in supply and stationary. Cost Increased to 200 manpower from 100 manpower UKF Trenches replaced with CoH1 trench Forward HQs now require Anvil Forward Retreat point no longer require T2 M3 Reinforcement half track added to Hammer M3 Halftrack can deploy brens and piats once weapon racks is researched Special Weapons Regiment M3 halftrack replaced with Sniper In: COH2 Balance |
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