CP0, 5 man, 250mp panzerfusilier squads that can upgrade with 2x panzershrecks for 120 munitions.
Correct me if I'm mistaken, but the old overpowered volks shreckblobs were 5 man, 250mp squads that could upgrade with 1x panzershreck for 90 munitions. |
This mod is a terrible idea. The game will turn into a mutual turtlefest behind MGs + mortars with the drastic nerfs to grenades + snipers + light vehicles + units spawning out of ambient buildings.
It also has a lot of questionable design decisions. Why would USF ever make a captain or a major? Dual bazooka riflemen will be better than captains at everything that matters while majors won't have any use when most USF commanders already have awesome global artillery abilities. Also, giving OKW MG34s and Pak40s at T0 will give them such a strong early game that they'll be able to skip side teching and go straight to T4 for 115/125 fuel Panzer4s. |
As soviets, make a zis gun and tell it to attack ground into the fog of war where the panzer hq is located. The Zis gun has more range than the flak cannon, and you can switch to using the HE round barrage when he starts repairing with his sturmpioneers. Just make sure you have maxims or something in the area to fight off your opponent's inevitable counterattack. |
Riflemen had flamers back when flamers did so much AOE DPS that a squad of penals or engineers in a M3A1 could run down and wipe squads on retreat. It was a different time.
Also, riflemen have access to bazookas, AT nades, smoke, and normal grenades while penals only have access to satchel charges and hooah after they get vet 2. |
Gibs and gore are already in COH2. The UKF AT Sniper gibs pretty much everyone he shoots. |
It only takes one commander with the Stuka dive bomb or the IL2 bombing run ability to ruin any stationary artillery piece on the map. USF, UKF, and OKW don't have those options though |