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Create your own commander !!! :)

26 Aug 2015, 03:26 AM
#81
avatar of EtherealDragon

Posts: 1890 | Subs: 1

USF Airlifted Assault Company


9 CP- reinforcment battlegroup: costs 650 MP and 75 fuel. Instantly gives 3 random units that the player has accessible through tech; this ignores popcap. The sum of the units prices can't exceed 900 MP and 180 fuel.







So since this is USF we're talking about there is a 99% chance that you'll get Rifleman, Rifleman, and wait for it... Rifleman? :foreveralone:

In seriousness, that would be cool if it was like a super USF slot machine that included all non-doctrinal units so there was a chance you could get Paratroopers or Assault Engineers or whatever. Hard to use and a gamble but could give you neat toys to play with
26 Aug 2015, 03:32 AM
#82
avatar of BeefSurge

Posts: 1891




So since this is USF we're talking about there is a 99% chance that you'll get Rifleman, Rifleman, and wait for it... Rifleman? :foreveralone:

In seriousness, that would be cool if it was like a super USF slot machine that included all non-doctrinal units so there was a chance you could get Paratroopers or Assault Engineers or whatever. Hard to use and a gamble but could give you neat toys to play with


The way I look at forward echelon company would simulate a really light infantry army holding the line while you play slots with non-doc toys, pretty much reinforcements coming from another battle area. This would be a really cost effective way of making a lategame army if your good with all USF units and can balance the MP cost. Infantry Company had this is in vCoH.

I think making it include doctrinal units might be too much- imagine how amazing you'd feel if 3 Wolverines popped up instantly, and compare that to getting 3 assault engie squads. :P
26 Aug 2015, 03:52 AM
#83
avatar of braciszek

Posts: 2053

USF Airlifted Assault Company

1 CP- Airborne Logistics Upgrade: allows Rear Echelon troops to construct radio Beacons and lay light AT mines.

3-CP Paratroopers

3-CP Landing Officer- drops onto map, 3 man squad. Can call down AT guns and Pack Howies with abilities; also recon run, rocket strafe, and Thunderbolt gun run off-map abilities. Very MP/muni intensive unit.

7 CP- emergency supplies: convert 100 fuel into 1000 MP (values here could be changed)

10 CP- Airborne Assault: P47 thunderbolts perform a quick pass only on enemy territory. 120 munis.


This looks cool. Provides more air support which would be fitting for USF, and seems very versatile...
26 Aug 2015, 03:56 AM
#84
avatar of BeefSurge

Posts: 1891



This looks cool. Provides more air support which would be fitting for USF, and seems very versatile...


Thanks! Does Relic look at this thread? Maybe they'll get...ideas...
26 Aug 2015, 08:11 AM
#85
avatar of robertmikael
Donator 11

Posts: 311

Finnish Combat Patrol Commander ("Kaukopartio"):
(1) 0 CP - Finnish "Sisu" (infantry can survive in blizzards and be better in combat)
(2) 1 CP - Finnish Combat Patrol Squad equipped with Suomi KP/-31 Submachine Guns. They can throw grenades and molotovs and satchel charges, trip wire flares, and place mines and demolition charges, cut barbed wire, and shoot Panzerfausts and flares, and they can sprint.
(3) 3 CP - Munitions drop. Works like the "redistribute resources" as in CAS-commander, but the patrol must capture it, or lose the resources to the enemy.
(4) 4 CP - Combat Patrol Tactics - Camouflage and a sniper rifle to the Combat Patrol Squad.
(5) 5 CP - Spotting Scopes upgrade available for the infantry.
27 Aug 2015, 10:30 AM
#86
avatar of Carlos Danger

Posts: 362

In terms of abilities already in the game (just trying to create strong doctrines):

Ostheer Artillery Support Doctrine

Mortar Halftrack
Panzer Tactician
Spotting Scopes
Stuka Bombing Strike
LeFH-18 Artillery

Ostheer Combined Arms Doctrine

Panzer Tactician
Spotting Scopes
Stuka Bombing Strike
Stuka CAS
Tiger Tank

Ostheer Panzer Support Doctrine

Panzer Tactician
Tactical Movement
Spotting Scopes
Stuka CAS
Elefant Tank Destroyer

Otherwise:

USF Nuclear Company

... Has exactly one ability.

20CP Atomic Bomb. Costs 500 Munitions and instantly wins the game if used.
27 Aug 2015, 12:39 PM
#87
avatar of J1N6666

Posts: 306

LOL relic could do so much with the commander system.

But i guess doing nothing is more profitable.
27 Aug 2015, 12:46 PM
#88
avatar of robertmikael
Donator 11

Posts: 311

Relic could make more money with country specific commanders, so that people from these countries will buy them. For example you can easily put the Finns or Hungarians in Ostheer, or in a new Axis faction with Africa Corps, Mountain Troops, Italians, Rumanians and other minor factions... And put the Belgians, the Poles and the French in an allied army. You can even put the Swedes in the game, because Swedish troops fought with the Finns against Stalin.
27 Aug 2015, 13:01 PM
#89
avatar of J1N6666

Posts: 306

Relic could make more money with country specific commanders, so that people from these countries will buy them. For example you can easily put the Finns or Hungarians in Ostheer, or in a new Axis faction with Africa Corps, Mountain Troops, Italians, Rumanians and other minor factions... And put the Belgians, the Poles and the French in an allied army. You can even put the Swedes in the game, because Swedish troops fought with the Finns against Stalin.


LOL holy crap ur right.

I never thought of that but I would get so hyped if they added something unique like Chinese Communist volunteers for Soviets or some weird shit like that. In fact, just adding in Spanish Commander for Ostheer would get me hyped just because it makes an army multi-national.
12 Nov 2015, 15:36 PM
#90
avatar of Xblade25

Posts: 1

Some of of the stuff is created for fun and others come back from coh1

Heavy Armor Company
0cp- breakthrough tactics
2cp- American war machine (from coh1)
5cp- emergency fuel reserves (command takes in huge amounts of BOTH munitions and manpower for higher fuel income and instant 300 fuel)
8cp- Armored division (dispatch a number of Shermans and 2 squads of rangers to the field)
15cp- the m24 Pershing heavy tank (deploy 2 Pershing tanks on the field)

Heavy Mechanized Company (USF)
2cp- forward Mechanized elements (Deploy 3 squads of riflemen and 2 50. cal jeeps)
0cp- the Easy eight Sherman upgrade (passive)
8cp- Drastic supply (unit construction and prices are decreased drastically but fuel income will be reduced heavily PASSIVE)
12cp- bombing run

Blitz Terror doctrine (OKW)
0cp- Fear propaganda
2cp- vehicle superiority (all vehicles are now 50% faster PASSIVE)
5cp- Assault artillery
9cp- Adrenaline (all infantry units cannot be pinned but cannot retreat PASSIVE)
17cp- Veteran king tiger (deploy a 5 star king tiger on the field)

Scorched earth tactics (Soviet Union)
0cp- flamethrower infantry package (all infantry units can now use flamethrowers and molotovs cost less)
4cp- flame trap (wire buildings or CP with fire explosives)
6cp- KV-8
10cp- Commissar (deploy a commissar on the field)
12cp- crocodile tanks (all tanks can now be equipped with a flamethrower

Assault strike doctrine (Werchmacht)
0cp- Assault grenadiers
2cp- mp40 and stg44 package upgrade
4cp- Jaeger light infantry upgrade
5cp- command panzer
10cp- Creeping assault barrage (artillery fires a row full of shells and smokes to soften and cover the assault on enemy positions)

Heavy Defense Fortifications doctrine (OKW)
0cp- Heavy fortifications
3cp- Flak 88 (from coh1)
4cp- forward HQ
5cp- Panzer command (send in 2 Panzer tanks (any random tanks) with a panzer commander and a füsilier squad)
8cp- Reinforce upgrade (all structures now have more HP and stronger defenses)

Soviet shock assault tactics (Soviet Union)
0cp- PPSH upgrade
2cp- Shock troops
5cp- OORAH! (All troops now run and the oorah! Ability is now free and all units can use the ability)
8cp- KV-1
10cp- IL-2 bombing run
12 Nov 2015, 16:21 PM
#91
12 Nov 2015, 23:50 PM
#92
avatar of slepo1

Posts: 195 | Subs: 2

One for each :P

Soviets: Urban Siege Tactics
CP:
2- Guard Rifle Assault Infantry
3- For the Motherland!
- Conscript Assault package
5- IL-2 Clusterbomb
15- IS-2 Heavy Tank

Ostheer: Eastern Heavy Doctrine
CP:
0- Osttruppen Infantry
3- Supply Transfer ( F2A)
5- JU87 Frag Bombs
12- JU87 CAS
15- Tiger Heavy Tank

USF: Forward Ops Company
CP:
0- Forward Observers
- Assault Engineers
3- M8 Greyhound
4- Recon Sweep
12- 240mm Howitzer Barrage

OKW: Battlegroup Doctrine
CP:
2- PanzerFusiliers
3- Recoup losses
5- Volksgrenadier Reserves
6- Valiant Assault
12- Panther Battlegroup

Royal Army ( UKF?Pfffft): Tank Hunter Regiment
CP:
2- Tank Hunter Infantry Section
- Designate Command Vehicle
10- Artillery cover
11- Archer Tank Destroyer
12- Concentrated Artillery operation

:P
13 Nov 2015, 00:47 AM
#93
avatar of BeefSurge

Posts: 1891

Cavalry Company

1 CP -Cavalry Riflemen call-in, Riflemen with cooked frags, throwable smoke, Thompsons. 320 MP

2 CP-Mortar Halftrack call in

3 CP -M5 Halftrack Call-In (identical to Soviet, but no mg upgrade. Instead can lay m20 mines)

8 CP-Tactical Assault ability: costs 50 munis, all infantry sprint and take less damage.

12 CP-Target Mark: any enemy target is marked by high altitude planes, increasing received accuracy of target and increasing pen of allied tanks shooting at that target. Weak effect but is done 3 times per use.



13 Nov 2015, 01:09 AM
#94
avatar of J1N6666

Posts: 306



Does Relic even look at this thread?


LOL.... what do you think?
13 Nov 2015, 01:19 AM
#95
avatar of aomtniome

Posts: 27

Tell relic make own. Commander system.
Phy
14 Nov 2015, 09:50 AM
#96
avatar of Phy

Posts: 509 | Subs: 1



Someone who brings in the blue division, cool :)


Cool! Now right-wing spaniards can not negate that Franco was nazi.
14 Nov 2015, 10:47 AM
#97
avatar of __deleted__

Posts: 4314 | Subs: 7

NOTE: these commaders are meant to be OpieOP


British

Hell from above

3CP fuel to munny transfer 50 => 125
3CP Commados glider that cant reinforce for 400 MP
6CP typhoon starfing run (copy paste that from vanguard but it makes only one pass) 60 munny
10 CP tophoon bombing run (that one from vanguard but make only 1 pass like SCAS) 100 munny

15 CP Complete air dominance - Eradicate everything in target zone , first will come 5 starfong and 5 bombing typhoons for single pass and them will come prenerf airsuperiority bobming runs
400 Munny


USA Kick everone ass commader
1. 0CP Elite riflemen that can be called in instantly 300 MP
2. 3CP Flametrower on riflemen 60 munny
3. 8CP m10 tank destroyer 270 MP , 80 fuel
4. 10CP Mechanized company arty strike 180 munny
5. 13 CP Pershing heavy tank 730 MP 230 Fuel

OKW Úbermensch
1CP mg 34 210 mp
1CP sturmpioneer flamtrower 60 munny
2CP panzerfussilers 280 mp
8CP oswnind 100 fuel 300 MP
10CP Extended artillery fire 100 munny - target any ifnatry or vehicle unit. This unit will be targeted by 180 mm howitzer pinpoint fire until you loose LOS on this unit. Shell will arive every 5 seconds

Soviets.
Molo Style
2Cp shocks 390MP
2Cp guards 310 MP
5Cp lend lease quad haftrack 270 MP 50 fuel
10CP lend ease sherman 130 fuel 350 MP
13 Cp is2 70 MP 230 fuel

OStheer
Psychological warfare.
0CP fake mine sign - engineer are able to build fake S-mine signs for 0 munnytion
3CP Stormtoopers armed with infrared STGs can be callin in from buildings 400 MP
6CP supressive mortar shells - target infantry unit - this unitl will be shelled by mortars until you loose LOS on that unit. These round supress and give big injuries - 50 Munny , 10 second cooldown shells arrive eery 3 seconds
13CP V1 rocket can be fired for 200 munny. no smoke , massive sound
17CP call in elite tiger 2 ace (vet 5 tiger 2) for only 800 MP (no fuel income until tiger die)
14 Nov 2015, 11:15 AM
#98
avatar of Kpen97

Posts: 375

German Mechanized Doctrine

Assault Grens
Mortar HT
StuG III E Assault Gun/Mechanized Assault Group
Light artillery barrage
PzkpfW VI Tiger
-
Too many vehicles?


I think it needs more vehicles.

here's my take on German Mechanized Doctrine

halftrack 251 with pgrens
panzer II luchs
Stug III E Assault Gun
PzkpfW IV panzer command tank
PzkpfW Tiger II "Koingstiger"

That's enough vehicles.

so you were saying Von Kluge.
14 Nov 2015, 11:25 AM
#99
avatar of austerlitz

Posts: 1705

WEHRMACHT

1.PANZER-ASSAULT COMMANDER

Repair bunker
Panzer tactician
Spotting scope
Stuka CAS
Tiger

2.INFANTRY-ASSAULT COMMANDER

Stormtroopers
Munition conversion
Fast movement
Incendiary Artillery
Cloaking (For pak)

3.ARTILLERY ASSAULT COMMANDER

Artillery officer
Stuh42
Flares
Sector artillery
Lefh18

4.PANZERJAEGER COMMANDER

Riegel AT mine
Cloak(pak)
Panzer Commander(+10 range for pz 4 and +5 stug)
Stuka CAS
Elefant


14 Nov 2015, 11:40 AM
#100
avatar of MoerserKarL
Donator 22

Posts: 1108

Relic COH2 commander

1. 0CP a smooth and good running gameplay
2. 3CP no lags
3. 8CP no grafic bugs
4. 10CP a balanced game
5. 13CP the instant uninstall button
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