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
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: BRITISH COMMANDER REVAMP DISCUSSION20 Jul 2018, 18:24 PM
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 |
Thread: Ægion's Mod [Update 9/10/2018]1 Jul 2018, 13:20 PM
Cav Rifles only have a unique call in dialog (that is only for the Ardennes announcer) and symbol. The squad still uses riflemen models as well as voice lines. Heavy Cav does preform quite well and I would rather not change that. Armor company does have the Jackson now as well Sherman (105)s. Additionally the WC51 in my mod is available non doctrinal. Which can be upgraded to a supply truck when the player does not want it anymore for combat or with an MG. Right now I am working on making these units more effective in combat. In: COH2 Balance |
Thread: Ægion's Mod [Update 9/10/2018]30 Jun 2018, 15:31 PM
Opinion from my playtest with the British: Base on my experience removing and replacing models with another tends to be buggy. In my previous mod I added an officer as part of the squad increase. My plan for this mod (next update) is to replace models of some squads with "Sergeants" for cosmetic changes and for a more diverse battle field.
Fun fact, I never played CoH1 online and only played the campaigns. All of my design choices have very little impact from CoH1
Icons and other symbols will come later. I am not very good with creating icons or using GIMP so I may have to
Granted both OKW and UKF both lack non doctrinal mobile reinforcement points it would however create a large amount of adjustments for other things as well. UKF: The cost of hammer and anvil is one reason why I moved them to T1. This created a proper timing for the AEC and bofors, so a toggle idea probably will not work out all too well. The toggle idea also does remind me of CnC generals USA. Having the M3 behind Hammer and the forward assembly behind Anvil would be quite fitting. The Forward retreat point would be late enough so it wound not require T2. However this may just destroy Advance Emplacement. As much as people do not like it, I still want to make it viable. The quickest and easiest fix I see is replacing the WASP in Mobile assault with the M3 call in so at least two doctrines. OKW: With volks not having non doctrinal upgrades a mobile reinforcing would be quite beneficial. There is one mobile doctrinal reinforcement unit. Adding any non Doctrinal unit would mean replacing this ability entirely. I see two options for mobile reinforcing. 1. Add the reinforcing opel blitz non doctrinally 2. Make the SWS able to act as a mobile reinforcing point as well able to hold two squads. I am more leaning towards this idea. I would give it the same constrains as the USF ambulance, only able to reinforce while in supply and stationary. The cost of the SWS would increase by 100 to 200 manpower while the tech structures manpower cost would decrease by 100 to 100.
I will look at the AOE values. Fun fact, the sexton body was based on the Canadian Ram tank chaise.
In: COH2 Balance |
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Latest replays uploaded by Angrade (Ægion)
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VSrobin_johanssen -=SFK=-Zenturio Flomur `Agion SoFlyMr Pi Amon