Afrika Korps could work with CoH2, but it would require a bit more time and effort to implement due to people wearing shorts in cold climates. That can be fixed by adding new infantry skins for desert terrain for each faction, along with 3 more slots to add desert vehicle skins to your loadout, which would, in the end, generate quite a bit of money, and keep the shorts separated from the winter coats. The Japanese, sadly, do not have quite as much flexibility as the Afrika Korps, so I really doubt them making an appearance in CoH2.
Welcome to the Wehrmacht my friend! The hardest life to choose from, but once you learn how to properly use this faction, you should be able to easily learn the other ones in a breeze.
It would be nice to add either PanzerJäger that start with 2 Panzerbüchses then upgrade to 2 panzerschrecks, or make volks take much longer to aim the panzerschreck.
I think an attacker/defender game mode would really spice this game up. There could be a 3v4 where the 3 have good defensive positions. Or we could have a classic weakened defender with extra time to prepare.
For me personally, I'd only deploy the Tiger Ace when I know that I have enough units to back it up as support, so most of the time, I'm not bothered by the resource penalty.
Hello and Welcome! I just recently made a mod that brought back some old scrapped commanders that made it through the development stage, but never were able to see the light. I'd like to find out your opinions about these commanders, and how they would affect the game if they were available to the public. The commanders that I have made available in-game includes the 'Urban Assault Doctrine' and 'Not One Step Back Tactics.' These commanders have been changed slightly in attempt to balance them to be more up-to-date without removing any key features/abilities. I've also fixed many errors in the Help/Extra/Brief texts that come in them. For the most part, these are still the same ol' scrapped commanders that everyone has dreamed of receiving. Here is an outline of the commanders:
I. Wehrmacht
A. 'Urban Assault Doctrine'
1. [0 CP] Forward Supply Station
a. This ability converts a friendly occupied building into a forward supply station
b. Costs 300 Manpower, 30 Fuel (150 Manpower originally).
c. Units can retreat to the forward supply station.
2. [1 CP] Urban Assault Panzergrenadiers
a. This ability dispatches a 5-man squad of Panzergrenadiers armed with 3x MP40s, 2x
Flamethrowers.
b. Costs 360 Manpower.
3. [2 CP] (Passive) Incendiary Mortar Barrage
a. This passive ability allows mortar squads to fire a barrage using incendiary rounds.
b. Costs 45 Munitions per barrage.
4. [3 CP] Munitions Blitz
a. This ability allows you to immedietly recieve 100 Munitions (75 Originally), but you loose
400 Manpower (160 Originally) over 4 minutes.
b. Costs nothing initially.
c. Cannot use multiple Munitions Blitzs at once (Originally you could use 4 at a time).
5. [12 CP] Strategic Bombing
a. This ability sends multiple bombers to flatten an area, but they are very inaccurate (Very similar to
the British's 'Air Superiority' ability.)
II. Soviet Union
A. 'Not One Step Back Tactics'
1. [0 CP] (Passive) No Retreat, No Surrender!
a. This passive ability increases manpower income, and infantry production speed, but disables
retreating.
2. [1 CP] Commissar Squad
a. This ability dispatches a Commisar Squad that can inspire nearby infantry.
b. Costs 200 Manpower (120 Originally)
3. [3 CP] Manpower Blitz
a. This ability allows you to immedietly recieve 500 Manpower, but you loose 250 Manpower
(200 Originally) over 5 minutes.
b. Costs 75 Munitions (65 Originally) and 50 Fuel (40 Originally.)
c. Cannot use multiple Manpower Blitzs at once (Originally you could use 4 at a time.)
4. [6 CP] Hold The Line!
a. This ability gives all soviet infantry large defensive and offensive buffs, but they cannot move
while active.
b. Costs nothing.
5. [8 CP] Scorched Earth Policy
a. This ability bombards enemies in all friendly territory with multiple rockets (Similar to Sector
Assault, except all friendly territories instead of just one.)
b. Costs 200 Munitions.
Video Showcase (Many thanks to EmpireErwinRommel's channel!)
How To Use:
1. Subscribe to this workshop item.
2. Choose the faction that has one of the included commanders.
3. Start a custom match.
4. Select 'The Forgotten Commanders' Mod in the tuning options.
5. Unequip all commanders in loadout (due to stacking abilities.)
6. Start the match.
7. Click on your factions Main HQ.
8. Research the commander you want to use.
Once again, thanks to EmpireErwinRommel () for providing a video showing off the abilties in the commanders!
Thank you for reading this, and have a good day!
~Karbinder J. Schultz