Commander Update 2021 - June 1st 2021
Version: 4.0.0.24123
Size: ~93MB
JohnT_RE (June 1st 2021): Today's CoH2 patch has been rolled back due to widespread frame rate issues. We'll re-release the patch when we're confident we've resolved the issues. Thanks for your patience and understanding.
Feedback thread:
https://www.coh2.org/topic/108560/commander-update-2021-live-now
Bug Report thread:
https://www.coh2.org/topic/108562/bugreport-commander-update-2021
Changelog:
British
Advanced Emplacements
- Counter-Battery replaced with Hold the Line
Lend-Lease
- Crew Repair replaced with Strafing Run
- M5 Combat Assault Group replaced with Assault Guards
Mobile Assault
- Flamethrower replaced with Recovery Royal Engineers
- Advanced Cover Combat replaced with 81mm Mortar Team
Royal Engineers
- Flamethrower replaced with Recovery Royal Engineers
Tactical Support
- Recovery Royal Engineers replaced with Raid Section
OKW
Fortifications
- Field Defenses replaced with For the Fatherland
Special Operations
- Artillery Flares replaced with Sturm Offizier
Ostheer
Festung Armor
- Command Panzer IV replaced with Panzer IV Ausf. J
Festung Support
- Stuka Smoke Bombs replaced with Resupply Station
- LeFH replaced with Command Panzer IV
German Mechanized
- Mechanized Grenadier Group replaced with 250/1 Halftrack
- Stuka Smoke Drop replaced with Vehicle Crew Repair
Jeagar Armor
- Stuka Anti-Tank Run replaced with Breakthrough Equipment
Joint Operations
- Light Artillery Barrage replaced with Resupply Station
Luftwaffe Supply Doctrine
- Supply Drop Zone replaced with Air Supply Drop
- Stuka Reconnaissance Run replaced with Luftwaffe Field Officer
- Stuka Dive Bomb replaced with Heavy Bombing Run
Mobile Defense Doctrine
- Ostruppen Reserves replaced with Mobile Observation Post.
Storm Doctrine
- Riegal AT mine replaced with Jeager Command Squad
Soviets
Advanced Warfare
- IL-2 Strafing Run replaced with IL-2 Sturmovik Attack
Conscript Support Tactics
- Incendiary Barrage replaced with 152mm Howitzer Strike
Guard Rifle Combined Arms Tactics
- PPSh-41s replaced with Anti-Infantry Fortification
- IL-2 Sturmovik Attack replaced with IL-2 Strafing Run
Lend-Lease Tactics
- Allied Supply drop replaced with ZIS-6 Supply Truck
- M5 Assault Group replaced with Assault Guards
Partisan Tactics
- Tank Hunter Partisans replaced with Anti-Tank Gun Camouflage
Reserve Army Tactics
- Tank Hunter Partisans replaced with Commissar
- Infantry Repair kits replaced with Air Supply Drop
Soviet Anti-Infantry Tactics
- Shock Troops replaced with Assault Guards
Soviet Industry Tactics
- Vehicle Crew Repairs replaced with Recon Overflight
- Allied Supply Drop replaced with ZIS 6 Supply Truck
Soviet Shock Army Tactics
- ML-20 Howitzer replaced with T-34/85
- IL-2 Sturmovik Attack replaced with 152mm Howitzer Strike
- Conscript Assault Package replaced with Armored Vehicle Detection
Tank Hunter Tactics
- ML-20 Howitzer replaced with B-203mm Howitzer
Terror Tactics
- Shock Troops replaced with Airborne Guards
USF
Rifle Company
- Fired-Up replaced with M3 Half-track
Barbed Wire for Mainline Infantry
With a number of infantry units gaining barbed wire through specific commanders, the build time for mainline infantry to build wire is being increased.
- Construction time from 3 to 5 seconds
Infantry Handheld AT - Bazookas, Panzerschrecks, and PIATs
The following change should allow infantry to not waste their slow-firing AT weapons on targets that they are not suitable against such as team weapons and infantry. Do note, this feature currently only applies to infantry on the field. Garrisons and half-tracks firing slots are currently not affected.
- No longer auto attack infantry targets
Officers
This change will move Officers in-line with other mobile infantry units that can recrew team weapons.
- All Officer units can now recrew team weapons
Open-Topped Half-Tracks - M5 Half-track and M3 Half-Track
The following change will allow large half-tracks to be garrisoned with small-sized team weapons and snipers. This will give players the option to safely retreat into these vehicles as needed.
- Can now be garrisoned by HMGs, Snipers, and Mortar Teams. Team weapons will not appear in the hold and cannot fire out of the half-track when garrisoned. Crew models not manning the gun will still appear and fire at nearby enemies.
- Snipers cannot fire out of half-tracks when garrisoned.
Plane Crashes
While the previous changes helped reduce the impact of plane crashes, they did not stop hostile planes from wiping out squads on the opposing side due to their ability to crush. The following change fixes that issue.
- Planes can no longer crush infantry
Air Resupply Operation
The following change to this ability gives the player more control over where the items will land.
- Can now be dropped into any part of a friendly sector. Is no longer reliant on being dropped directly onto the flag point.
Assault
Assault is being adjusted to match other infantry combat boosts. The accuracy bonus is being reduced in exchange for received accuracy. The cost of the ability is also being increased due to the recon planes which no other infantry combat boost has.
- Cost from 70 to 90
- +25% accuracy boost change to +15% weapon accuracy and -10% received accuracy for all line infantry.
Assault Section
While the Assault Section is a potent squad, its lack of tools to close with the enemy in late game scenarios makes it difficult for them to operate. The unit is being given a smoke grenade to allow them to assault positions. No.77 WP Grenade range has also been increased to match other damage over time grenade abilities.
- Received accuracy from 1 to 0.97
- No.77 WP Grenade range from 15 to 20
- Now has access to Smoke Grenades; shares a cooldown with Fragmentation Grenades and gains reduced cost at veterancy 3. 15 munitions. Requires the Thompson upgrade.
- No.77 WP Grenade requirement changed from Thompson upgrade to veterancy 1.
British M10 and M5 Halftracks
With the changes to Lend-Lease, the M10 and M5 for the British faction have received a self-repair ability to help keep these units on the field without the need for Royal Engineers.
- Both units can Self-Repair for 35 munitions. They do not gain smoke cover when this ability is active.
Churchill AVRE
The following change will stop unwanted movement of the AVRE's turret when the unit is not on hold-fire.
- AVRE's turret will no longer rotate to targets unless given an attack command. MGs will still engage targets within range when the unit is not on hold-fire.
Churchill Crocodile
As with other heavy tanks, the Crocodile is having its CP requirements reduced to arrive slightly earlier.
- CP requirement from 12 to 11
- Main gun criticals now apply to the 75mm rather than the flamethrower.
Commandos
The extra grenade range at veterancy is being reduced. Similar to Panzergrenadiers, the extra range made the gammon bomb too potent, particularly against team weapons, even when suppressed. Gliders have also been adjusted to allow for the production of Commandos.
- Veterancy 2 +25% grenade range to -25% recharge rate on Gammon and Smoke grenades
- Commando Gliders can now train additional Commandos when in friendly territory
Concentrated Fire Operation
Concentrated Fire Operation has been modified to be somewhat similar to Railway Artillery with the first shell being pin-point. However, unlike Railway Artillery, 25 pounder shell will now saturate the target area rather than additional super heavy shells.
- Now fires a single heavy artillery shell that is pinpoint and 15 25pdr shells that are launched in rapid succession into the target area.
Defensive Operations
- Infantry Sections can now build mines and barbed wire.
- Sapper can construct trenches and sandbags
Early Warning
Early Warning's ability to light up all front-line sectors made it very efficient, particularly in large game modes with minimal input. The changes below will make Early Warning a choice of which area they want to target.
- Cost from 50 to 35
- Now a targeted ability that can only light up one frontline sector; can be used on hostile or friendly sectors
Forward Assembly
Minor changes will make the Forward Assembly more user friendly and resource efficient as one will not need multiple Assemblies for the Forward HQ and healing. Advanced Assembly is also having its cost adjusted to make it less manpower heavy and similar to the Soviet Repair Station in terms of cost.
- Medics and Forward Command HQ upgrades no longer mutually exclusive.
- Advanced Assembly Repair upgrade cost from 200 manpower to 100 manpower and 45 munitions
Forward Observation Post
The Forward Observation Post has received a significant number of changes to improve its capabilities. Artillery Barrage has been removed for Air Dropped Medical Supplies due to Strafing Run and Artillery Cover already being available. Strafing Run has also been modified to be mainly a suppression ability. The ability is now also available earlier, though the late-game off-maps are locked behind tech.
- CP requirement from 10 to 5
- Strafing Run and Artillery Cover abilities require Hammer or Anvil to be used.
- Artillery Barrage ability replaced with Airdropped medical supplies; same ability as the Soviet Airdropped medical supplies. This applies to both converted buildings and upgraded assemblies.
- Strafing Run cost from 150 to 125
- Strafing Run suppression from 0.0135 to 0.035
- Suppression radius from 10 to 20
- Strafing Run damage from 14 to 7
Hawker Typhoon Attack
The following change will make the rockets of the Hawker more reliable. Currently the Hawkers overshoot their targets by a considerable margin. The Hawker cannons have also been improved to cause more damage to infantry given how there is only one AI plane in the ability.
- Rocket plane speed from 175 to 140
- Rocket plane lead in distance from 20 to 8; lead out from 20 to 10
- Hawker cannon damage from 10 to 14
Headquarters Glider
The following is mainly an aesthetic change to have airdropped gliders producing units based around Commandos. A mortar has been added, however, to give UKF players more options.
- Weapon teams produced from the glider now use commando models that carry crew weapon Lee Enfields; this is only an aesthetic change.
- Can now produce 81mm Mortar Teams
Hold the Line
Hold the Line is being adjusted to be cheaper due to its very expensive nature. In exchange, only a maximum of two attacks per sector are allowed and the rocket planes now will only attack vehicles.
- Cost from 250 to 150
- Initial plane delay from 30 to 20
- Plane interval delay from 10 to 30
- Rocket planes now only target vehicles
Improved Fortifications
Improved Fortifications has been modified to provide different bonuses for the emplacements. These changes will give Mortar Emplacements and 17 Pounders new abilities that do not impact their survivability against direct attacks, but allow them to debilitate/force away certain unit types that are within range.
- Improved Fortifications upgrade removed from Mortar Emplacement and QF 17 Pounder.
- Now grants White Phosphorous Barrage to the Mortar Emplacement. Fires 4 rounds per mortar. 25 munitions.
- QF 17 Pounder can fire a direct barrage of HE shells with moderate scatter. 6 Shells. 40 Munitions
- Bofors still retains the Improved Fortifications upgrade that improves armor and health.
Land Mattress
The Land Mattress has been adjusted to be more mobile on the battlefield, which should make escaping off-maps easier and gain veterancy faster. The white phosphorous barrage cost has also been reduced to match its performance.
- WP Barrage from 50 to 40 munitions
- Teardown from 3 to 2
- Set up from 3 to 2
- Veterancy requirements from 1256/2512/5024 to 1000/2000/3000
M3 Resupply Halftrack
The M3 Halftrack is having its CP requirement reduced to better match its performance and timing. The weapon rack restriction has also been removed to incentivize the use of the half-track. Furthermore, with the recent change to the weapons that the M3 can drop, we are changing it so only the owning player's units can receive weapon upgrades.
- Armor from 8.4 to 11
- Weapon drop delay from 3 to 1.5
- Weapon Drop abilities no longer requires weapon racks
- Weapon drops can now only be targeted on squads owned by the player. Gives weapons directly to the squad rather than dropping them on the ground.
- CP requirement from 4 to 3
Raid Section
- 0 CP; Starts as a 5 Man squad. Does not get the received accuracy cover bonus of regular infantry sections, but also does not get the weapon penalties when fighting out of cover. Captures/decapatures points 25% faster over normal sections. 280 manpower.
- Entire squad now carries Lee Enfields that excel at mid to short range with 60% moving accuracy.
- DPS at ranges 0/10/15/20/25/30/35: 6.2/4.73/3.53/2.87/2.39/2.00/1.686
- Has Sprint ability. 15 munitions
- Has a fast-throwing Molotov for 25 munitions
- Molotov and Sprint locked behind the Platoon Command Post
- Target size of 0.97
- Vickers K behind weapon racks. Option to buy 2 for 120, or 1 for 60 when equipped with another slot item.
- Capture and decapture rate from +33% to +25%
- Veterancy 1 unlocks 'Modified M6 Mine' - allows squad to plant a standard mine at the target area.
- Veterancy 2 bonuses changed to: -25% ability recharge, -23% Received Accuracy, and -20% weapon cooldown.
- Veterancy 3 bonuses changed to +30% weapon accuracy and -15% Received Accuracy.
Recovery Sappers
To give the British players an option of going for a heavier Sapper squad early on with its commander, Recovery Sappers are now available from the start of the match.
- Available at the start of the game for 250 manpower; five models. No longer affected by Bolster. Initial cooldown of 35 seconds.
- Free sweeper removed; must now be manually upgraded for 30 munitions; mutually exclusive with the flamethrower.
- Can be upgraded with a flamethrower for 60 munitions. Locks out Smoke Grenade ability.
- Smoke grenade locked behind Platoon Command Post
- Spotting flare removed at target location.
Royal Engineers - All Variants
Due to the limited number of Royal Engineers that are deployed to act as a snare squad, the HEAT grenade is having its recharge time reduced.
- HEAT grenade cooldown from 30 to 20
- Can now build caches without requirements
Tank Hunter Infantry Section
Tank Hunter Infantry Sections have been adjusted to be better against vehicles by not being dependant on cover for their AT weapons. Their veterancy has also been adjusted to be geared towards fighting vehicles.
- Veterancy 2 now provides +15% Weapon penetration
- Veterancy 3 now provide -20% weapon reload
- No longer has penalties when fighting out of cover with AT Rifles
- Ability cooldown from 120 to 45
Vickers K Light Machine Gun
To differentiate this weapon from the Bren Light Machine Gun, the Vickers K is being tuned to a weapon capable of fighting at medium and short-range that can also be fired on the move.
- Vickers K can now fire on the move with 60% moving accuracy, -25% weapon cooldown and -25% weapon burst.
- Weapon no longer wants to go prone when out of cover.
- DPS at ranges 0/10/15/20/25/30/35: 12.53/10.81/8.44/7.13/5.99/4.93/3.97
105mm Artillery Barrage
Since off-map abilities cannot be targeted in the base sector, the amount of munitions needed for additional shells has been reduced. Previously, the requirements were put in place as it could destroy the entire US base at a certain level. The number of shells will be lower than the old values, but it will be easier to max out the artillery barrage.
- Requirements for every additional shell from 300/400/500/600 to 225/250/275/300
- Additional shells per level from 5 to 3
280mm Off-Map Rocket Barrage
The increase in penetration will ensure that the Off-Map Rocket Barrage found in Firestorm can destroy howitzers. Previously, the rockets could deflect off the gun and fail to kill it.
- Penetration from 0 to 80
- AOE penetration to 70
Buildable 20mm Flak Emplacement
The following change makes the Flak Emplacement on-par with other defensive structures. Population has also been decreased due to its lack of durability and role as a defensive building.
- Population from 4 to 3
- Can no longer be decrewed. Must be destroyed
Command Panther
The following change somewhat compensates for the lose of Artillery Flares in the commander, while still having some counterplay against its reconnaissance ability unlike the old ability.
- Now has access to Artillery Flares; same ability as the 251 with Mobile Observation Post. 50 munition.
Command Tiger
The Command Tiger changes focus on improving vehicles with no penalty to the Tiger itself. The unit has also had its CP requirements reduced to match other heavy tanks that have had a CP reduction.
- Aura now only affects vehicles. Vehicle bonuses now moved to the first version of the ability.
- Aura range from 25 to 35
- Veterancy 2 Improved Command Tiger ability improves the aura radius from 35 to 40 and increases the accuracy of vehicles by +20%.
- Command Tiger ability no longer debuffs the tank
- Command Tiger ability cost to 35
- CP Requirement from 12 to 11
- Veterancy 2 now provides -10% weapon scatter
Early Warning Flare Traps
The deployment time of Early Warning Flare traps is being reduced to make using the ability less time consuming.
Emergency Repairs
The repair rate of Emergency Repairs is being reduced while the duration is being increased to make the repairs take longer, but restore the same amount of hit points. The ability restored hit points too quickly and got vehicles back into the fray after an incredibly short period of time, in comparison to most other repair abilities.
- Repair rate from 30 to 20
- Duration from 15 to 21
For the Fatherland
The duration of For the Fatherland is being increased while the combat speed bonus is being removed to match other infantry combat boosts.
- Duration from 30 to 45
- Recharge from 60 to 90
- No longer provides a speed boost
Heavy Fortification and Field Defenses
The following change was done to give more options to players in terms of their field defenses and to allow the Fortifications commander to retain all its defensive options, while gaining another ability in the form of 'For the Fatherland'.
- Both abilities now merged together.
- S-Mines moved to Sturmpioneers
- Volksgrenadiers can build barbed wire
Incendiary Munitions for Le.IG
The cost of the incendiary rounds are being reduced to be a more viable option when compared with the standard HE barrage.
Jagdtiger
- Piercing Shell cost from 70 to 60
Jager Light Infantry
- Entity sight bonus from 50 to 45; squad still maintains 50 sight.
King Tiger
The following change to veterancy is to keep the King Tiger's turret relatively slow. Previously, the old bonus did not apply due to a bug. The pintle cost has also been moved in line with other tank pintles.
- MG 42 cost from 70 to 50
- Veterancy 2 Horizontal Traverse bonus from +40% to +25%
Le.FH 105mm
The Le.FH's counter barrage ability has been removed and replaced by Airbust Shells. The old ability could cover a massive area and pressure any artillery unit on the map with minimal input. The Airburst Shells are an option meant to allow the Le.FH to force away massed infantry assault, or cover a wide area with debuffing shells.
- Counter Barrage veterancy 1 ability replaced with Airburst Shells
- Airburst shells have a larger damage radius, but less direct damage and low penetration. Causes vision damage on vehicles and suppresses infantry; no cost. Share a cooldown with the main barrage.
- Veterancy 4 reload bonus changed to affect Airburst Shells rather than Counter Barrage.
Opel Blitz
The following change will make the Opel Blitz more vulnerable to attack from infantry units and machine guns when caught out of position.
Pak 43
The gun health of the Pak 43 is being increased to make the weapon more difficult to destroy, though the weapon will still be vulnerable to decrewing. Penetration has also been increased to match other heavy ATGs.
- Gun health from 570 to 640
- Penetration from 380/340/300 to 1000 at all ranges
Panzerfusiliers
- G43s now take up both weapon slots.
Radio Silence
Radio Silence is receiving significant adjustments. Its speed bonus is being limited to only activate when units are out of combat. We still want to maintain the ability's purpose of hiding units from the mini-map as it fits with the commander theme and provides a different sort of effect compared to most other abilities. We do want to add counterplay, however, with the ability now giving a warning to all players when the ability activates.
- Speed Boost now disabled in combat
- Speed Boost from +20% to +40%
- Increased cooldown from 90 to 120
- Duration to 45 from 55
- Cost from 40 to 70
- Now plays radio static at the start of the ability when activated for all hostile players
Sdfkfz 221/223
The 221 is having its veterancy requirements lowered. Previously it took too long for this unit to gain veterancy, even when near front-line troops.
- Veterancy requirements from 720/1440/2880/3850/4750 to 540/1080/2160/2870/3580
- Riegal AT Mines ability now requires veterancy level 4 rather than 5
- -25% damage during Lockdown now requires veterancy level 5 rather than 4
- Can now fire at aircraft
Sector Assault
Sturm Offizier
The Officer Forced Retreat has been modified to place a penalty on the squad, rather than improving the performance of nearby enemies.
- 50 sight range moved from officer model to squad; 35 sight on squad models
- Forced Retreat no longer improves the performance of hostile infantry near the retreating squad.
- Now has a penalty of +20% Received Accuracy when using Forced Retreat for 10 seconds
- Mark Target no longer forces units to automatically target the marked squad
Sturmpioneer Flamethrower
Due to the high cost of Sturmpioneer which leads to only a maximum of two squads being produced at best, the flamethrower is losing its exclusive nature. Players can now choose either to go with the flamethrower for anti-cover and anti-garrison work, or the Panzerschreck to deter vehicles.
- No longer mutually exclusive with the minesweeper
Sturmtiger
The Sturmtiger has received changes to prevent the vehicle from being decrewed when reloading. It was too punishing in larger game modes when the veterancy of the Sturmtiger could be removed due to stray artillery shells or rockets. The rocket of the Sturmtiger has also received changes to help prevent it from colliding into terrain
- Can no longer be abandoned if hit when reloading
- Projectile speed from 40 to 25
- Attack delay from 3 to 2.5
- Projectile sim-box resized to match the actual shell
Thorough Salvage
Thorough Salvage is a fairly weak ability that offers only benefits in select circumstances where there are objects to salvage. We are giving the ability an additional option to allow OKW more repair options early on, allowing their Sturmpioneers to take on other tasks.
- Grants upgrade for Volksgrenadiers: Repair Kit upgrade for 20 munitions. Allows Volksgrenadiers to repair when upgraded. Does not take up any weapon slots.
- Volksgrenadier repair at a speed of 1.25 per model for a total of 6.25.
Valiant Assault
Valiant Assault is having its offensive power reduced to lower the power of veterancy infantry under its influence. To compensate, squads will be more difficult to hit when the ability is active.
- Bonuses from +25% weapon accuracy to +15% weapon accuracy and -10% Received Accuracy
Zeroing Artillery
Zeroing Artillery has been adjusted to be cheaper which should see the ability used more. Like other overwatch abilities that track their targets, however, there will now be a warning on the mini-map of the area that it covers.
- Now displays its area on the tactical map in addition to the in-game battle map
- Cost from 300 to 250
Assault and Hold
Assault and Hold is having its offensive power reduced to lower the power of veterancy infantry under its influence. To compensate, squads will be more difficult to hit when the ability is active.
- +25% Weapon accuracy bonus change to +15% weapon accuracy and -10% received accuracy
Assault Officer
The Assault Officer is having its reinforce cost reduced to better reflect the squad's lack of combat power for its timing when compared to other officer squads. The squad is also gaining increased vision radius to provide support without needing to be on the front-line.
- Reinforce cost from 30 to 26
- Officer squad now has 50 vision range from 35; does not transfer to crewed team weapons
- Increased smoke cooldowns from 50 to 90
Breakthrough
To encourage the use of this ability which requires fuel, a reload bonus is being added to allow vehicles to make an aggressive push.
- Now provides a +15% reload bonus when active
Command Panzer IV
The Command Tank has received a number of changes to emphasize the unit's support role and allow it to come at an early timing.
- Can now fire a smoke shell. 20 munitions. Shares a cooldown with Panzer Tactician.
- CP Requirement removed; has a build-time of 45 seconds, available from the HQ when the correct tech structures - Support Armor or Heavy Panzer Korp - are built
- Blitzkrieg ability removed.
- New Veterancy 1 ability - Mark Target: Mark a hostile vehicle for 30 seconds. Target vehicle is 25% easier to hit and has -20% reduced armor. 35 Munitions.
Concrete Bunker
The following changes will make the bunkers more efficient as platforms to rally a defense around and as repair stations.
- MG bunker can now reinforce in a radius of 15
- Repair bunker repair model count from 3 to 4
Counter Attack Tactics
To promote this ability's use, Counter Attack Tactics will now allow squads to decapture territory quickly. This will make the ability more potent in the later stages of the game when most territory points are under a player's control.
- Capture Rate from 3 to 2.5
- Now provides a Revert Rate of 1.5
Elefant
The following change prevents the Elefant from being capable of self-sighting.
- Can no longer be upgraded with spotting scopes
Forward Resupply Station
This is a new ability which allows Ostheer to establish Forward HQs that focus on maintaining nearby vehicles. Repair Bunkers were added to this ability for when there is a lack of garrisons.
- Converts a garrisoned building in friendly territory to a Forward Resupply Station. Converted buildings have 6 Pioneers that will repair vehicles and reinforces nearby infantry.
- Provides a +15% reload bonus to owned vehicles that are nearby - radius of 25
- Costs 200 manpower and 45 fuel
- Unlocks Repair Bunkers
- Requires 5 CPs
Grenadiers and Jeagar Command Squad
The range at which Grenadiers and the JCS can be detected by non-detector units have been increased. The reason for this change is to make it harder for mainline infantry that are available in numbers to remain completely hidden compared to specialists like MG 42s and Panzergrenadiers.
- Self camouflage detection radius from 4 to 20
Grenadier Jeager Light Infantry Package
Given the frailness of Grenadiers who rely on fighting at range, the G43 upgrade was often a downgrade to the unit, especially in late game scenarios against most infantry squads. To compensate for this weakness, the Jeager Light Infantry Package will now provide a survivability boost to Grenadiers and also give them a standard Grenade for offensive and defensive use.
- Unlocks Model 24 Grenade ability. Deals damage similar to the Volksgrenadier and Panzerfusilier HE grenades. 25 munitions. Replaces Rifle Grenade.
- Now grant -10% received accuracy
- Munition cost from 45 to 60
- Now takes up 1 weapon slot
Hulldown
Hulldown is being adjusted to no longer require infantry. This will make the ability easier to use as a tank can find a good position to set-up without needing to wait for an infantry squad.
- Vehicles can now use Hulldown without infantry squads. 10 second delay before the bonuses activate once the vehicle has toggled this ability.
Interrogation
- Delay and duration from 6 to 4
JU-87 Suppression Loiter
The JU-87 Anti-Infantry suppression strafe is having its cost reduced due to its mediocre anti-infantry damage and reliance on a single plane unlike most other loiters.
Le.FH 105mm
The Le.FH's counter barrage ability has been removed and replaced by Airbust Shells. The old ability could cover a massive area and pressure any artillery unit on the map with minimal input. The Airburst Shells are an option meant to allow the Le.FH to force away massed infantry assault, or cover a wide area with debuffing shells.
- Counter Barrage veterancy 1 ability replaced with Airburst Shells
- Airburst shells have a larger damage radius, but less direct damage and low penetration. Causes vision damage on vehicles and suppresses infantry; no cost. Share a cooldown with the main barrage.
- Veterancy 4 reload bonus changed to affect Airburst Shells rather than Counter Barrage.
Luftwaffe Field Officer
Added to the Luftwaffe Supply Commander, the officer acts as a variation of the Artillery Officer with the same stats, but with different abilities.
- Officer squad with Artillery soldiers replaced with Fallschirmjager. Same MP 40s and defensive stats.
- Smoke artillery barrage replaced with Stuka Smoke Drop; grants no line of sight but has no munitions cost. 90 second cooldown.
- Coordinated Barrage replaced with Stuka Reconnaissance Pass. 40 Munitions.
- Heavy Mortar Barrage replaced with Stuka Suppression Pass. 50 Munitions.
Mobile Observation Post
- Riegal Mines now merged into the Mobile Observation Post
- Mobile Observation Post ability does not function when the vehicle has Spotting Scopes.
- Flare Ability range from 60 to 70.
- Flare ability now launches 1 additional flare after 28 seconds.
Mortar Halftrack Incendiary
The cost of this ability is being reduced to better match its performance when compared with the standard mortar barrage.
Ostruppen
Ostruppen have been adjusted to have their early game power reduced. This change will allow units like Infantry Sections to win versus Ostruppen early on in ranged battles and make them less potent against units in mid-range cover wars. Their late game has been improved, however, by having a more potent LMG that arrives earlier.
- MG 42 upgrade now locked behind Battlephase 2 rather than Battlephase 3
- Accuracy from 0.633/0.598/0.564 to 0.633/0.5681/0.5076
- Cover bonus from +300% to +250%
- Veterancy 1 returns the cover bonus back to +300%
- Weapon accuracy bonus with slot items from +25% to +50%; brings the total accuracy when using slot items from +62.5% to +75%
- Relief Infantry Ostruppen can build sandbags without needing a commander ability
Pak 43
The gun health of the Pak 43 is being increased to make the weapon more difficult to destroy, though the weapon will still be vulnerable to decrewing. Penetration has also been increased to match other heavy ATGs.
- Gun health from 570 to 640
- Penetration from 380/340/300 to 1000 at all ranges
Panzer Grenadier Support Package
The initial cost of the upgrade is being reduced because two of the three abilities provided already require additional munitions to function. Rudimentary Repair is also seeing a boost to make repairing somewhat viable and worth the cost of pulling the Panzer Grenadier squad from the frontline.
- Munition cost from 30 to 20
- Rudimentary Repair Rate from 1.1 to 1.4
Panzer Tactician
Panzer Tactician is gaining a slight delay to its activation to make it slightly harder to instantly block line of sight against anti-vehicle weapons.
- Now has a 0.5 second delay before the smoke activates
Puma
Due to the late CP timing of the Puma which is geared to fight vehicles, its build-time is being reduced to allow it to arrive onto the battlefield sooner.
Relief Infantry
The number of squads it can grant is being lowered. In exchange, Relief Infantry will provide other boosts such as improvements to build-times and reinforcement speed. Cost and CP requirements have also been adjusted to reflect these changes.
- Squad count from 3 to 1
- Osttrupen Squad that arrives always has an MG 42 LMG
- Now speeds up reinforce and build times of all units by 50%
- Cost from 120 munitions to 90
- CP requirement from 6 to 5
Sector Artillery
To make it more difficult to enter areas being protected by Sector Artillery, the delay of the first shell being launched when a target has been sighted is being reduced.
- Interval delay from 4 to 3
Spotting Scopes
- Now have a UI indicator on the unit portrait when upgraded and will display the recon symbol over the 3d model of the unit when active.
Stormtroopers
Vehicle detection is having its cost reduced to match other mini-map detection abilities.
- Vehicle Detection cost from 25 to 15
Strategic Bombing Run
- Drops a mixture of HE and incendiary bombs over a large area
- 250 Munitions
- Plane immune to AA fire.
- 12 command points
StuG E
To give the StuG E more utility, the unit is gaining a smoke barrage to cover assaults. An anti-infantry machine gun can also be added to provide additional firepower.
- Can now be upgraded with a pintle for 30 munitions; same version used by the StuG G; will auto target infantry even if the vehicle is on hold-fire mode
- Now has access to an 80 range smoke barrage. 4 shells with a 50 second cooldown.
Stuka Close Air Support
Stuka Incendiary Bombing Run
The Incendiary Bombing Run is being adjusted to be more lethal against infantry by increasing how fast the damage will accumulate when one is standing in the flames.
- DOT tick rate from 1.25 to 0.75
Team Weapon Supply Drop
- Manpower cost from 400 to 375
Tiger
The Tiger is receiving a CP reduction along with the majority of other heavy tanks. The unit is also regaining some of its scatter bonus at veterancy that was removed in a previous patch to improve its AI performance.
- CP Requirement from 12 to 11
- Veterancy 2 now provides -10% weapon scatter
Tiger Ace
The following change puts the Tiger Ace's cost on-par with other super heavy tanks such as the King Tiger.
- Manpower cost from 800 to 720
- Veterancy 2 now provides -10% weapon scatter
Vehicle Crew Repair
- 4 CP ability. Acts like the OKW Emergency Repair. 35 munitions.
120mm Mortar
The 120mm mortar is having its delayed HE rounds have less scatter to improve its effectiveness against stationary targets. The AOE radius has been reduced to focus this ability into a primarily bunker-busting role rather than as an infantry killer.
- Barrage Reload from 5.175 to 3.25
- Veterancy 1 Flares replaced by Delayed Fuse Rounds
- Delayed Fused Rounds will always penetrate vehicles and deal more direct damage to targets, making them ideal against fortified positions, but ineffective against mobile infantry. 3 second detonation fuse upon landing. 35 Munition cost.
152mm Howitzer Strike
- Drops 12 Artillery shells into the target area; these shells are the same ones used by the ML-20 Howitzer. Requires line of sight to use.
- 180 Munitions
Advanced Fortifications
Advanced Fortifications is having a defensive bunker added to the ability to improve the defensive options of the Soviet Army.
- Engineers can now construct Bunkers. This defensive structure uses the Soviet base MG nest model which has similar stats to the Ostheer Bunker and can be upgraded with a DHsK-38 heavy machine gun for 60 munitions which has the same stats as the USF M2HB 50cal from the Fighting Position. Cannot be garrisoned with HMGs.
Airborne Guards
The timing of Airborne Guards is being improved. Their Assault Package upgrade has also been modified to make the unit a potent ambush unit with many abilities, rather than a lighter Shock Troops unit.
- CP requirement from 3 to 2
- PPSh-41 Tactical Assault removed
- Now camouflages when stationary and has a +25% ambush bonus when upgraded with the Assault Package upgrade.
- Fire Superiority ability cost from 25 to 20
Air Supply Drop
- 325 manpower
- Airdrops a ZiS-3 Field Gun and a M1910 Heavy Machine Gun to the area
Armored Vehicle Detection
This ability has received a major change to promote its use. By allowing tank guns to track vehicle targets for a short period of time, it should allow Soviets to maintain line of sight on vehicles for additional follow-up shots.
- All tank weapons gain FOW Tracking similar to UKF Hammer Tracking when they hit vehicle targets while this ability is active.
- Cost from 60 to 45
- Recharge time from 60 to 90
Assault Guards
Assault Guards have been heavily adjusted to be a standalone unit that does not require an M5 to bring the squad to the battlefield. They will now have two upgrade paths they can choose from to fulfill certain battlefield roles. Their abilities and veterancy has also been adjusted to make the unit stand out from other units in the Soviet army.
- Are now deployed standalone. M5 Halftrack removed from the call-in.
- Price from 510 manpower and 30 fuel to 340 manpower
- CP requirement from 3 to 2
- Population from 8 to 9
- Target size from 1 to 0.97
- Unit now comes in as a six man unit with SVTs
- Can be upgraded to 3 Thompson SMGs for 70 or 2 Elite Bazookas for 100
- RDG-33 Grenade with RDG-33 Grenade Assault. Ability is similar to the Assault Grenadier Grenade Volley ability.
- Veterancy 1 trip-wire flare replaced with self-healing when out of combat.
- Veterancy 2 now adds -20% reload to the squad.
B4 203mm Howitzer
The B4 has received significant changes. Its shells will now be focused around three powerful shells that are fired every 8 seconds after the first shot. This makes the B4 have more alpha damage than the ML-20 and make it better at smashing infantry assault. While the unit has less potential against armored vehicles, we believe this change will make the B4 a more viable unit that is not as reliant on RNG to perform.
- Number of shells during barrage from 1 to 3
- Barrage AOE mid from 5 to 2.5
- Barrage AOE distance near to 0
- Reload from 7.3 to 3
- Barrage Damage from 640 to 400
- Barrage AOE damage from 1/0.325/0.15 to 1/0.24375/0.08
- Barrage AOE from 10 to 12
- Barrage recharge from 60 to 80
- Barrage shells now cause suppression to nearby infantry within 14m of the blast zone.
- Direct Fire damage from 320 to 400
- Direct Fire cost from 70 to 60
- Direct Fire will now have 100% accuracy against moving targets.
Commissar
- See Fear Propaganda Artillery changes
Conscript Assault Package
Conscripts are gaining another submachine gun to their PPSh-41 upgrade to reinforce their role as cheap close-quarter combat troops, rather than having an equal mix of rifles and SMGs.
- Now adds a 4th PPSh-41
- Now take up all weapon slots
Conscript Repair Package
Conscript Repair Package is being renamed and adjusted to allow Penals to repair vehicles. This should make this commander ability more useful for Penal Battalion builds.
- Renamed to Infantry Repair Package
- Penals can now repair objects.
Fear Propaganda
Fear Propaganda has been adjusted to make the start of the ability more reliable with a guaranteed chance of a slow.
- Now has warning smoke
- First shell of the Fear Propaganda now automatically slows units and causes +25% received accuracy rather than random chance for an effect. Debuff duration from 30 to 15.
- Fear Propaganda now also adds a received accuracy debuff of +25% when it slows infantry.
For the Motherland
For the mother Land has had its bonus changed to match other infantry combat boosts.
- For the Motherland bonus to infantry from +50% weapon accuracy to +15% weapon accuracy.
- For the Motherland now provides -10% received accuracy for infantry under its effects.
Forward Headquarters
The timing of the Forward Headquarters is being pushed back slightly to make it harder to immediately lock out an area of the map in the early game.
- CP requirement from 1 to 2
IL-2 Rocket Run
Given the high damage of this ability, we are lowering the penetration of the ability to make the ability less potent - particularly against the heaviest tanks that have limited mobility. Players will now need to set up the rocket run to hit the rear of hostile vehicles to deal high amounts of damage.
- Rocket penetration from 340 to 80
IL-2 Sturmovik Strafing Run
The Advanced Warfare Commander Strafe is being adjusted to provide reliable damage within a target area. Cost has been adjusted to reflect the ability's power, and its potency against soft targets.
- CP requirement from 10 to 8
- Now strafes the target zone rather than units within; deals consistent damage throughout the radius.
- Damage from 20 to 5
- AOE from 0 to 4; no damage drop-off
- Cost from 90 to 100
IS-2
The IS-2, like other heavy tanks, is seeing its CP requirement reduced. Furthermore, its experience requirements are being lowered to be closer with the veterancy requirements of other heavy tanks.
- CP requirement from 12 to 11
- Fragmentation Shell ability cost from 45 to 40
- Veterancy requirements 3920/7840/15680 to 3530/7060/14120
KV-1
The KV-1's damage reduction has been removed for raw hit points to increase the amount of time the unit needs to be repaired. Population has been increased to better reflect the unit's performance and the hulldown bonuses have been slightly reduced to retain the number of shots required to kill a KV-1 due to its increased number of hitpoints.
- Health from 800 to 1040
- -20% received damage removed
- Population from 14 to 16
- Hull down damage reduction from 0.8 to 0.85
- Hull Down delay before the bonuses become active from 5 seconds to 10
ML-20 152mm
To give the ML-20 some utility, the unit is receiving a Creeping Smoke Barrage that will not share a cooldown with the main barrage. This will give Soviet players the ability to block LOS from long-range and give the ML-20 some use when the primary barrage is on cooldown.
- Veterancy 1 from +1 shells to a Creeping Smoke Barrage; does not share a cooldown with the main barrage. 30 Munitions
- HE Barrage shell count from 8 to 9
Partisans - All Variant
Partisans have received significant changes to be more potent after their initial shock value and have been merged into a single unit. This comes through the changes to abilities and improvements to the Concussive Trap.
- Starts with Kar 98ks; slightly worse than Guard Mosins in terms of reload and moving accuracy
- All Partisan variants merged into one; now has two seperate upgrade paths.
- AT Package: Grants 1 Panzerschrek, Vehicle Detection, AT Grenades. 60 munitions. 15 Second upgrade time.
- PPsH Upgrade: Unlocks Molotovs, Frag grenades, PPsH-41s and increase squad size from 4 to 5. 45 Munitions. 15 Second upgrade time.
- Now has Field Medical Kit ability. Same as the Grenadier Medical kit which can be applied to friendly squad including self. 10 munitions
- Concussive Trap now stops the units ability to capture the point for 5 seconds.
- Concussive Trap damage from 10 to 20
- Concussive Trap Far AOE from 0.25 to 0.5
PMD-6 Light Anti-Tank Mines
- Renamed Anti-Tank Fortifications
- Allows engineers to build tank-traps, PMD-6 Light AT mines and bunkers from Advanced Fortifications.
PTRS Conscripts
- CP requirements from 2 to 1
Rapid Conscription
Rapid Conscription is being adjusted. The number of squads it can grant is being lowered. In exchange, Rapid Conscription will provide other boosts such as improvements to build-times and reinforcement speed. Cost and CP requirements have also been adjusted to reflect these changes.
- Squad count from 2 to 1
- Now speeds up reinforce and build time by 50%
- CP requirement from 6 to 5
- Munitions cost from 120 to 90
Shock Troops
The following change puts Shock Troops inline with other Red Army elites.
Spy Network
- Now only affects the owning player.
SVT Crates
The following change is to delay the SVT Rifles to put this upgrade's timing on par with other weapon upgrades.
- CP requirement from 1 to 2
- Ability cooldown from 27 to 40
ZIS-6 Cargo Truck
- The ZIS-6 Truck has been added to the Soviet faction as their version of the Ostheer Opel Blitz Supply Truck. This unit will allow select Soviet commanders to generate resources over-time, as long as the truck is protected.
- 200 manpower
- Acts like the Wehrmacht Opel Blitz truck. Unit can improve the resource gain of territory points it is set-up on.
240mm Barrage
The 240mm Barrage is being adjusted to allow it a guarantee kill on howitzers. The pin-point accuracy of the first shell will allow it to pressure team weapons and force enemies to move from the center of the target zone. Cost has also been reduced due to how slow additional shells fall aftwards.
- First shell damage from 320 to 400
- First shell will always land directly in the center of the target zone.
- Cost from 250 to 200
Advanced Infantry Equipment
Fired-Up has been combined with Advanced Infantry Equipment to make room for the M3 Half-Track. The flamethrower for Rear Echelon will also improve the unit's durability due to how few Rear Echelon are fielded.
- Fired-Up ability moved into Advanced Infantry Equipment.
- Flares and Fired-Up abilities require either an unlocked Platoon or Company Command Post before these abilities can be used.
- Flares now gain +35% range when Riflemen are veterancy 3
- Rear Echelon Flamethrower package now provides -10% received accuracy
Cavalry Riflemen
The cost of Covering Fire has been reduced to better reflect its performance of trading the squad's DPS to force a debuff on another unit.
- Covering Fire cost from 25 to 20
Combined Arms
Combined Arms has been adjusted to no longer allow units to self-sight and have the same timing as other combat boost abilities.
- CP requirement from 4 to 8
- Sight Bonus Removed from both infantry and vehicles
- Munition cost from 125 to 110
Heavy Cavalry Company Smoke Barrage
The price of this ability is being reduced to better reflect its performance in comparison to items such as Stuka Smoke Drop and Cover to Cover.
IR Pathfinder Barrage
Due to the power of the IR Pathfinder Barrage, the ability has been adjusted to be more in-line with other artillery call-ins, giving players time to dodge.
- Delay from 5 to 6
- Artillery warning flares now appear at the start of the ability rather than at the launch of the first shell.
M3 Half-Track
The M3 is having its medical crates returned to allow the half-track to heal support weapons and provide a support role without needing to load troops into its hold.
- Now available to Rifle Company; same requirements to build as Mechanized Company
- Medical Crates ability returned; 45 munitions, drops 3 medical crates that will heal infantry that pick up the crate, similar to those dropped by Sturmpioneers.
M4A3 Sherman 105mm Dozer
The following change improves the mobility and survivability of the unit. Veterancy 1 has also been modified, allowing the Dozer to pressure defenses from afar and giving Armor Company a unit that can help break defensive lines.
- Frontal armor from 200 to 215
- Speed from 5.3 to 5.5
- Acceleration from 1.6 to 1.8
- Now has access to a range 70 barrage at veterancy 1. Fires 5 shells into the target area with moderate scatter. Costs 35 munitions.
- Veterancy 3 reload bonus from -10% to -20%
- Radio Net removed
M4A3 Sherman 76mm
The Sherman 76mm is seeing its rate of fire decreased to be more in-line with other turreted tanks.
- Standard shell reload from 4.1/4.5 to 4.85/5.25
M4A3 Sherman Calliope
To make it easier to eliminate the Calliope when it is caught out of position, the unit is having its health and armor reduced.
- Armor reduced to 110 from 160
- Health from 400 to 320
M4A3 Sherman E8
The following changes will allow the E8 to scale into the late game with veterancy against heavier vehicles. A tank commander has also been added to give players an option if they want their E8 to focus on anti-vehicle work, or have additional protection against infantry.
- Veterancy 1: Focused Gunnery replaces Radio Net
- Focused Gunnery: Toggled ability. Increases range by 10 and improves penetration by 20%, but decreases speed, rotation rate, and acceleration/deceleration by 25%. 5 Second delay before range and weapon penetration bonuses activate.
- Veterancy 3 reload modifier from -20% to -30%
- Can now be upgraded with a tank commander mutually exclusive with the M2HB 50cal. Grants +10 sight and +10% weapon accuracy
M8 Greyhound
- Canister ability cost from 40 to 35
- M2HB upgrade munition cost from 60 to 45
M10
The M10 will now reload faster at veterancy as the unit is impacted by wind-down which is not modified by the unit's reload bonus. Flanking Speed has also been improved to allow the M10 to keep pace with even the fastest vehicles in the game, and quickly track targets as it closes in.
- Veterancy 3 Reload bonus from -20% to -35%
- Flanking Speed bonus from +10% to +30%
- Flanking Speed now provides +20% horizontal traverse speed
M26 Pershing
Health has been adjusted to allow the Pershing to be repaired faster while retaining the same number of shots required to kill off the unit. HVAP and veterancy have also been improved to improve the unit's capabilities. The reload bonus was improved to compensate for wind-down.
- Health from 960 to 800
- 15% damage reduction to retain 6 shot kill but faster repair times
- HVAP Shot penetration from 400/350/300 to 1000/1000/1000
- Veterancy 2 provides +10% speed bonus
- Veterancy 3 reload bonus from +30% to +35%
- CP requirement from 12 to 11
Mortar Half-Track WP Shells
- White Phosphorous Barrage cost from 25 to 15
P-47 Anti-Infantry Strafe
The P-47 has been heavily adjusted to be an ability that reliably damages all targets in the area it attacks with a focus being on suppressing targets, while still dealing good damage to infantry targets.
- Has now been adjusted to evenly distribute its damage in a line. Will no longer single out a particular target when attacking an area. Units outside of this line will not be attacked.
- Damage from 6 to 3
- Suppression from 0.018 to 0.025
- Cost from 110 to 90
Paratroopers - All Variants
- All upgrades now shared amongst the Paratrooper varieties; mines and demo charges still stay unique to their respective variants.
Pathfinders - All Variants
Pathfinders have received adjustments to improve their anti-sniper capabilities. Sight has also been adjusted to make Pathfinders less potent on team weapons, but still having more sight than standard infantry.
- M1 Carbines and M1 Scoped Garands now have +25% weapon accuracy and +25% weapon damage against Snipers.
- Entity sight bonus from 50 to 45; squad still maintains 50 sight.
Raid Tactics
The following change will give this ability increase usage in the late game where light vehicles are generally not rebuilt. The capture bonus has been reduced due to the increased number of units that benefit from Raid Tactics.
- Now affects all vehicles types; this includes tanks and armored gun carriers
- Capture bonus from 2.5 to 1.5
Rangers
Ranger starting weapons have been changed to give the unit different combat role before they are upgraded with various weapons. The new profile allows them to engage most infantry at range and differentiate them from Riflemen early-on. Their veterancy has also been adjusted to give them increased survivability earlier.
- Weapons changed to M1 Garands
- DPS at range 0/10/15/20/25/30/35: 7.29/5.84/4.63/3.86/3.36/2.94/2.59 vs the old 9.99/6.26/4.48/3.28/2.61/2.19/1.83
- Veterancy 2 bonuses - +25% accuracy, +25% grenade range and self-healing moved to veterancy 3
- Veterancy 3 bonuses - -29% Received Accuracy and -20% weapon cooldown moved to veterancy 2
Reserve Armor
The dozer blade has been removed from Reserve Armor due to the effectiveness of the 76mm Sherman.
- Renamed to 'M4A3 76mm Sherman'
- Removed the dozer blade; ability now only provides the 76mm Sherman
Rifle Company White Phosphorous Barrage
The cost of the White Phosphorous Barrage is being reduced to match other light artillery abilities such as Wehrmacht Light Artillery Barrage and Recon Support's Butterfly bombs.
WC-51
To bring bring back the mobile repair aspect found in the faction, the WC-51 is gaining a self-repair ability.
- Now has access to Crew Self Repair ability for 20 munitions
Observer mode issues - workaround fix
- We appreciate everyone's patience as it took us far longer to address this than we would have liked. After the 64-bit update, the observer mode issue was caused by the deprecation of third-party middleware. We spent significant time trying to re-engage with this unsupported system, but could not resolve the underlying issue. As a result, we have decided to workaround the issue by removing some of the offending elements of this system. The functionality of observer mode should be restored with some visual changes to the UI.
Bug-Fixes
- Panzerfusilier 'Hurry Up and Move!' now affects the unit's build time rather than dispatch time.
- M3 Halftrack '... & Roll Out' now affects the unit's build time rather than dispatch time.
- Osttruppen 'Someone needs to Man those Guns!' now affects the unit's build time rather than dispatch time.
- Fixed an issue where the Panzer IV did not display the 3D sight buff icon over the model.
- Fixed an issue where the M26 Pershing used an MG 34 sfx for its hull and coaxial machine guns rather than the 30cal sfx.
- Fixed an issue where the M8 Greyhound, Luchs, and KV-2 lacked Prioritize Vehicle icons over the 3D model when the ability was active.
- Fixed an issue where the Riflemen Molotov are not placed in UI position 33 after the AT grenade change; the ability should now appear beside the AT grenade rather than at the top of the command bar.
- Fixed anq issue where the 251 could camouflage immediately upon activating Mobile Observation Post during combat.
- Fixed an issue where Stuka Air Superiority Anti-Tank Strafe could cause random criticals on deflection.
- Fixed an issue where Sector Artillery targeted casualties.
- Fixed an issue where Delayed HE shells did full damage to units in heavy cover.
- Fixed an issue where the British Assault Officer would not get Hold-Fire when Smoke Raid activated.
- Fixed an issue where the Valentine would freeze when launching smoke.
- Fixed an issue where Combat Engineers did not benefit from Vehicle Detection.
- Fixed: Bunker upgrade sight bonuses no longer stack.
- Fixed: M-15 Halftrack machine guns should now obey hold-fire when active.
- Fixed an issue where garrisoned bunkers and fighting position would be difficult to hit by ballistic weapons when garrisoned.
- Fixed an issue where the Opel Blitz for OKW could not garrison MG teams.
Source:
https://companyofheroes.vanillacommunities.com/discussion/comment/289027#Comment_289027