A very weak ability? It can potentially kill the entire enemy team's armies for 200 munitions. The LoS bonus around cut-off enemy sectors is - on most maps - enough to self spot most of the enemy forces. See https://www.youtube.com/watch?v=DJAz13BlFcU
And even if it doesn't kill as much, it forces the enemy to give up all targeted sectors or risk destruction. No other 200 muni ability can do this.
The only thing that makes it balanced is that it's so hard to pull off.
- Once the ability is activated, it gives like 30 (?) line of sight around cut-off enemy sector points (flags). It doesn't fire on units that aren't revealed.
- All frontline sectors get bombarded with light mortar fire (any enemy sector that borders your sectors). These sectors only get a white outline and no LoS bonus, while cut-off sectors get a white outline and flash from orange to red.
- All cut-off enemy sectors get bombarded with arty, rockets, and stuka bombs.
- Neutral territory is not affected by the ability.
- If the enemy captures a new sector, it won't get bombarded. Also, all arty on affected sectors stop once the enemy reconnects them or when you neutralize them.
- The ability doesn't seem to ramp up, but remains consistent. There does seem to be a certain rhythm with arty -> rockets -> stuka throughout, but it's still pretty random.
- The ability doesn't seem to have a preference for infantry or tanks, but randomly decides who to arty with what.
You'd have to dig in the mod tools for the real stats tho.
Edit: apparently no railway arty gets fired according to AEgion, so removed that.
You do need line of sight when activated for the barrages. Cut off sectors are revealed for the duration so there is self spotting. The reveal area is has a 30 unit radius around the strategic nodes. All barrages taregts all "enemy" and not "strategic_node." It will not target the strategic points itself but will still target cashes. Everything is constant in firepower and damage.
Front line barrages:
grw34_81mm_mortar_barrage_mp
(Standard mortar)
two rounds
Scatter Radius of 20
Every 10 seconds
Cut off sectors:
sector_105mm_gun
(this is the same round used be OKW zeroing arty and assault artillery)
3 rounds
Scatter Radius of 1
Every 5-10 seconds
panzerwerfer_rockets_mp
(standard panzerwerfer rockets)
10 rounds
Scatter Radius of 15
Every 5-10 seconds
stuka_500_lb_bomb_nodecap
(old stuka dive bomb with in the infantry instant dead effect, can not decap points.)
1 round (after 8 seconds, has a dive bomb sound effect)
Scatter Radius of 5
Every 16-20 seconds
Blitzkreig 2 was one of the good examples how game can include all of the war stages.
There were basically different sets of units for each of 3 nations (Germany, USSR, USA) for each of periods:
1941-1942, 1942-1943, 1943-1944, 1944-1945
There is no need for such granularity for CoH so there could be three periods - early, mid and late stage of war.
Nations not necessary can be present in all of the stages. This way you can include Italy only in early stage and therefore not have to balance it against IS-2 or Pershing. This also enables easy adding of nations through DLC.
If this were the Eastern Front, then we could see other super-tanks for the start of the war:
KV-220
KV-3
SU-100-Y
All of them were issued in single copies and used at the front.
That's not the point. THe oint is, everything that most poeople know about WW2 is Tom Hanks, Tigers and Pershings. and said people will get mad if they don't see that stuff in a game, even though they voted for it