I agree with Mr. Someguy. The pursuit of novelty is dangerous. I think iconic / core Wehr units should make the grade, even if only as call-ins.
It's like saying the MG42 should be left out because we already have it in the Ostheer, despite it being a core / pivotal unit that appeared across all theatres. |
I wonder if PIV / Panther might mirror the KV1 / KV 8 / T34/85 call-in role the soviets have in the current game.
Given the prevalence of these vehicles on the Western Front, it would be a neat way of keeping them in the game without mirroring the Ostheer too closely. |
rappit were the PzIVs in the video simply the CoH2 Ostheer vehicles? Or am I imagining PzIVs? |
I'm not as familiar with the US army in this period, but I knew they had good arty and relied on a tank destroyer doctrine, that is to say they viewed *tanks* as infantry support vehicles, not dedicated tank-killers. This view prevailed until mid-1944.
I would like some of the character of their generals in the game, say Patton or Bradley and reflected in commander abilities (a death or glory type ability for Patton's tank troops or a more considered 'broad front' for Bradley). |
Hmmm. They try and capture an 'army character.' I'd characterise the Wehrmacht in 1944-45 into four very broad phases...
1. D-Day - first echelon units were often of negligible quality with captured weapons and light arty. These were, however, backed up with credible second echelon armour (Pz IV mainly) and, later, rapidly entrained heavy armour (Panther, Tiger, etc). The iconic Panzer Ace / SS units were in theatre by the high summer of 1944
2. Post D-Day - Falaise to Market Garden. Tanks were in short supply, the bulk of armoured forces made up of assault guns. Infantry was a mixed bag, with more kampfgruppen made up of converted airforce and training units. The Wehrmacht was still tenacious in defence, but a shadow of the forces available in Normandy. Again, German armour was in a fire-fighting role, shipped east and west (i.e. Market Garden).
3. Market-Garden to The Bulge, late 1944 to January 1945. The last roll of the dice and the final push by the Nazis. We see unprecedented levels of heavy armour and elite infantry rolled west, as well as the Luftwaffe's final hurrah (Op. Bodenplatte). King Tigers, mechanised infantry and elite airborne divisions all feature.
4. Gottendamerung. The End. On it's knees, The Reich has fanatical kids, SS volunteers from all over Europe and the last remnants of the Wehrmacht. The cream of the German forces die defending the Eastern rump of Germany from the Soviets.
How to capture these phases in 'army character.' A mixture of poor quality ostruppen bolstered by the few remaining quality armour and troops (call-ins). Very occasional, but potent, air support using high technology aircraft (Jets, why not?). Iconic units (King Tiger) with fanaticism powaz for last ditch troops. The Wehrmacht in this period were famous for tenacity in defence, and defence in depth, and I'd like to see this reflected. |
I only hope that both new factions will have combined arms units (unlike Panzer Elite) and no mobile Tiers (like brits)
Completely agreed, Barton. |
Hello CoH2.org.
I propose a thread where we centralise what we know about definite units in the new game. We don't really know much atm so if you spot any info about the following:
Faction Tiers (number / names / type)
Faction Units (and tier)
Commanders
Abilities (doctrinal or otherwise)...
I'd be grateful if you could post them.
If you're up to posting a link to where you saw the info, that would be really good too.
Thanks in advance,
BFW
|
Lots of these arguments are too based on theory-crafting, not reality. For example, a Tiger isn't OP if you've killed all his infantry, got a ZiS and seeded the area with mines.
There are too many variables and the game is too situational. I don't get too concerned about Tigers nowadays: I play larger games and have a plan for heavy armour.
I just watched the latest RnP where VonIvan and Siberian get beaten in a 2 V 2. Both players relied on call-ins (ISU / T34/85) and infantry spam versus 2 x Tiger and an Elefant. A fun game to watch, but it showed that an over-reliance on call-ins can backfire.
I'm not a skilled player, so maybe I can't take those risks, but a layered all-arms approach usually allows me to win just over half my games as Sovs by planning my anti-armour strat (which invariably revolves around mines, ZiS, guards and 85s). |
I'm not a German fanboy, and indeed I recently won a game as Soviets where both units were used (I didn't) and got a good look at their relative values.
It seems to me that the Elefant:
1. Needs lots of support to stop flanking. It's a combined arms unit. Unless it has MGs and AT around it, it is extremely vulnerable. We hit the ground around it with Katys and I attacked with two vetted T34/85s and killed it fairly easily.
I temper my following comments by acknowledging that the Germans have the Panther, Tiger and AT infantry options that the Russians do not...
2. The ISU OTOH is a different kettle of fish. It has a superb dushka that routinely downs aircraft. It seems faster. It's gun is great at hitting targets of opportunity when it gets other units to get field of vision for it. As others have written, it is also very good at fucking up every unit type it hits.
In short, the ISU is a multi-role vehicle that, although it needs support, isn't a reliant on it as the Elefant.
I find myself in the camp that would be happier with neither of these over-dominant, meta-shaping units on the field. If they have to stay, I'd argue that their respective commanders are made less appealing (I mean the viewing scopes / spotters / Stuka on the Elefant commander is very potent and the ISU gets shocks IIRC).
Just my two cents as someone who plays both factions. |
But Sovs can build AT guns off the bat and lay OP mines.
I play both factions, btw. And love playing Sovs. |