I still like my version I suggested in the dim and distant past:
http://www.coh2.org/topic/12396/new-doctrine-lend-lease
Soviet Doctrine - Lend Lease
Lend Lease rarely provided weapons that the Soviets considering superior to their own, however it did provide it at a time when the Red Army was trying to rebuild after the loses of 1941 and the factories evacuated to the east were still re-starting. Other deliveries, such as trucks, signals equipment, high octane petrol and the ubiquitous tins of spam filled needs that the Soviet Economy could not.
1 CP Radio Intercept
2 CP Gold Braid
4 CP Matilda II
6 CP Lee
10 CP P-39 Airacobra
Radio Intercept - Soviet electronics were neither sophisticated nor availible in quantity. Lend lease supplied radios, field telephones and miles and miles of signal wire. Of course, signals equipment can also be used to help you listen to the enemy.
Gold Braid - The Bolsheviks distrusted officers as a class, and even the word was once forbidden. However Stalin realised that he could not win a war with commissars, and considerable effort was put into reviving the confidence, training and professionalism of the Officer Corps. Uniforms were an important part of that, hence Gold braid was listed as a vital war import.
Effect:
As elite troop training, but with a cooldown and limited to Vet 1 only
Matilda II
This was a big scary tank in 1940, and had a similar effect on the Germans and Italians then to that the T-34 and KV-1 would have on the Germans in 1941 and the Tiger and King Tiger would later have on the allies. By 1942 though, it was starting to show its age, especially as how it could not be upgunned beyond its 40mm gun with no HE capacity.
This is hard unit to price, both in manpower/fuel and CP.
It's like a slower KV, giving it great armour and durability, but its gun is only useful for AT work making it worse than a T-70 for attacking soft targets
M3 Lee
Both Americans and British wanted a tank with a 75mm gun, but a design that would fit one in a fully rotating turret was not yet availible. According the M3, somewhat like a wedding cake, mounted a 75mm in a side sponson, a fully rotating turret with a 37mm above it and a machine gun in a cupola on top. The Soviet tankers did not regard it with affection, and referred to it as "the coffin for 6 brothers".
An AI tank, with a unique weapons combination and layout that should provide some interesting tactical options and micro
P-39 Airacobra
While not an especially successful weapon for the Western Allies, the Red Air Force appreciated the P-39s ruggedness and potent armament whilst it's poor high altitude performance was largely irrelevent to their needs.
A P-39 will patrol for the duration and attack German aircraft, if none appear it will make one strafing one and then depart.
Love this idea. I have a scale miniature of the Lee and a model card with it that talks about the coffin Moniker. Really cool and unique unit though. |
RNG is fine as long as:
1.It's risk vs reward.
2.You have control over it.
In most cases (like tank accuracy, penetration, etc) those two points are provided. You can consider the risks and hope for the best. But things like plane crashes and Abandoned vehicles are different. If there was a mechanic for manipulating Abandon mechanic, you could say it's fine. But it's totally random and has a huge impact. Plane crashes also punish you for using AA vehicles. So RNG is OK and is a signature of CoH series, but the amount and impacts are also important.
I go back and forth on the mechanic but one thing I like is it adds something in the back of your mind when you are pushing hard on a flank and your health is getting low. Do I push and finish off this retreating squad/tank and risk that I get abandoned next to my enemy base with no infantry around to recrew? Or do I pull back. The main thing is it does need critical damage to prevent grand theft tank and driving off with a perfectly fine engine. Also, I hate when a tank gets abandoned, recrewed and then shot right away and abandoned again. Sometimes 2x in a row. A recrewed vehicle:tank that gets hit without any repairs should be done. |
Mortar emplacement is more viable now that IS reinforce has been lowered. People forget that to get the most out of it you need to use the garrison ability which improves fire rate making it quite potent. It is still map dependent but if I go royal engineer commander Brace + Stand Fast can withstand a very hard push by axis. Of course you then don't have its firing ability for a bit and you have to spend munitions on the repair but that is as it should be. |
You don't start with them and they are not Common, they are either Uncommon or Rare
Nice work sir. Very well done. |
Quite frankly, I don't enjoy playing USF, it is just so sad and pathetic how easy you can swarm your opponent and melt them away. No fun at all!
It will only show me how easy OKW can get rolled by USF everyday of the week.
Keep on winning until you are high enough in the ranks to get beaten by OKW and watch replays from their perspective. Or stop playing OKW until they patch some things. |
USF is certainly a very tough row as the OKW, but I would suggest playing them a few times (I see you are top 500 USF) and see what OKW players do that gives you fits....that has helped my game tremendously when I am struggling with certain matchups. |
It doesn't do anything "very well"
It's got the same accuracy problems the IS-2 has, it seriously feels like it has a 30% chance to hit. The dshk on top feels more deadly at times.
It already has Elefant like range, except it can actually kill ATG and infantry whereas elefant cannot. Comparing it to Elefant, I think I prefer the ISU-152 since it can make an enemy pay no matter what their force composition is. 200 penetration at far range doesn't feel quite right for a 152mm cannon so moving it up a little bit would be fine. But it shouldn't be as good as an Elefant at AT becuase it is a hybrid assault gun, not a tank destroyer as OP stated. |
LOL pls tell me why german infantry should be like that. Just because Allies infantry won't win easily by walking into? The PGrens are already like paper now, they can't even stand against Allies rifle infantry. And you still say the german infantry should be "weak"?
BTW, elite abilities? you mean the bundle grenades which is weaker than common 30 munitions grenade? lol...Use it once then you will never use it any more.
Because the army in the East at the time this game is taking place was suffering far more from man power shortage than the Soviets and the soon to arrive USA. They made up for this by better combined arms tactics than the russians which is why their Kill/Death Ratio was over 2 to 1 across the whole campaign in the east. Unfortunately for them, Russia had a lot more men to throw away. German squads should be smaller with better acc/DPS as well as better support weapons. All of these things are pretty much true in the game right now, the only problem is with the recent buffs at vet 3 to conscripts and USF and overall strength of the UKF's game, the Ostheer infantry is in the worst state.
And by the way, if you look at my player card you will see I play Ostheer 2v2 ranked more than anything else. I like playing Ostheer, I'm not a fan boy for either side. I look for historical resemblance and balanced gameplay. I am not saying Ostheer infantry should be weak, but they should absolutely be more fragile/vulnerable to wiping while being better at damage at least vs the SU whom they dominated in terms of infantry kill to death ratio. |
I think it's definitely a big enough disadvantage that you should veto it. Only vs UKF is it a good map for you. |
Glad to see this idea is getting traction. 4 model squads have no place in modern CoH2 design.
I think you could maybe tweak the grenadiers to 5 men at Tier 3 or 4 as an unlock. However PGs shouldn't go up to 5....german infantry should be less numerous with more elite lite abilities/automatic weapons. |