Fist and foremost - the Steam link:
http://steamcommunity.com/sharedfiles/filedetails/?id=356610515
Fairly deep mod - severely overhauls the CoH2's combat system to make the combat as realistic, militarily logical, historically accurate and tactical, as it's at all possible in this game and using the current version of the CoH2 Mod Tools. Affects all 5 factions currently available: Soviet Army, Ostheer, USF, OKW and British Forces.
Complete changelog is fairly long, so - here are some key features, incorporated into my mod:
- all weapons have as historically accurate stats, as it's possible in the game - for instance, if Maxim M1910/30 has IFRL it's cyclic rate of 600 rpm - it's rate of fire in my mod is 10 (shots per seconds), not 8, and MG-42, respectively - has it's real-life RoF of 20. And so freaking on ..;
- all artillery has it's ranges (especially) and area effect increased - for instance,152-mm HE shell with AoE radius of 6 (the same, as one of a heavy hand grenade) looks ridiculous for me. It's AoE radius should be 10 at the very least (and so it is in my mod). Squad wipes? Yes, they are not that seldom and quickly teach to take the smoke markers very seruously;
- all air strikes are applicable to the Fog Of War - as orders are given in real-life Air Force - "bomb the enemy troops concentrated in the square 372-120";
- all vehicle stats are at least reality-relevant - HP, armor and penetration are calculated by certain formulae basing on the real-life values, gun damage strongly depends on their caliber;
- all vehicles with guns from 37 mm and above and AT guns - have switchable shells - as it is IFRL. Thus - SU-85 or StuG can be fairly dangerous for infantry, but - require (slightly) more micro;
- tank destroyers and, expecially, AT guns now see farther, than tanks - use it. Open-topped vehicles (like SU-76, M10 Volwerine and M35 Jackson - see farther, than enclosed ones. Use it. HMG teams see farther, than infantry - use it;
- all MGs - including infantry LMGs - suppress and pin infantry. Thus - vehicles with their 2-3 MGs are real mobile suppression stations :-)). Add to this HE shells afailable for each and every vehicle - and here is the ready reason to feel "some" tension from only hearing a tank's engine sound;
- infantry - in term - is far from being helpless versus vehicles: each infantry squad (except Sappers (aka Combat Engineers)/Pioneers has AT options - at the very least hand AT grenades;
- sniper fire - besides killing - suppresses and pins infantry as well;
- most of infantry abilities like grenades or special firing modes - are enabled in buildings and vehicles, which opens new tactical tricks like, say, closing with the enemy in the APC and barraging it with grenades;
- most of abilies are either cheaper and faster to recharge or way more powerful for the same price. For instance - ML-20 barrage has 6 shots instead of 4, while LeFH 18's barrage - 9 shots instead of original 6;
- mines are way cheaper;
- most of the field fortifications are made non-doctrinal, so - defensive tactics are welcome as well, not only aggressive ones;
- some new units (for instance, frontline recon infantry, SMG assault infantry and non-doctrinal AT infantry for Soviets) are added, some (like T-34/85 and 53-K 45-mm gun mod.42) are made buildable, most of other units - severely reworked;
One's more - here is the link -
http://steamcommunity.com/sharedfiles/filedetails/?id=356610515