What would change if the rifle nade were deleted in favour of the M24?
Honest question here,there'd be whining but what would it change apart from allowing Soviets to keep at range and Maxims to actually be useful...? Sounds like it might bring Grens into line as well as then the Soviets would actually able to suppress them effectively... |
oh those child hood memories.
Damn, I don't remember Rabbit being so tired looking... |
Also, the SU-152 was derived from the KV chassis, whilst the ISU was derived from the IS chassis...
Okay lads, who's up for the Prokhorovka Patch? That's what this patch looks like being... |
Hmmm... the question should be, is it changing for better or worse...? |
Gah, whilst they're impressive series my beef with Band of Brothers at the least was that it portrayed all the men as saints who were as celibate as monks, spend five minutes with a bunch of guys all together by themselves and you know what I mean...
Also the American-centrism... what about the Red Army, they're the guys that won it! Or the Brits even.
It strikes me this is going to be another set of American flag waving... apologies to Americans but there were plenty more people than you guys in the war and Hollywood with such marketing clout and worldwide influence should be more accountable to making a realistic and balanced view rather than just this idea that the Americans did everything worth telling in the war... |
Good stuff! Love both of your styles. |
But all those things come out way later than M3...
Personally I don't like the M3 because of how gimmicky it is... |
Could someone tell me how to contact Stefan Haines? (or whoever it is who does the Commanders for CoH2?) I think these might just be worth sending these to him, they're ones I'd buy and they're way more representative of the Red Army. Okay, so the Cavalry one would be kinda difficult to implement.
Guards Cavalry Corps
0CP - calls in Cossack cavalry armed with rifles, like Conscripts but mounted, may dismount at any time. Must return to their horses to remount. Upgrade gives PPSHs for all members, extra vulnerable whilst mounted.
1CP - Call in Tachanka, Maxim mounted on a horsedrawn cart, extra fast and no set up time. Roughly similar to an M3, but can't transport and has a maxim's weapon profile, so can suppress but at reduced accuracy. Must fire from the rear.
4 CP (?) Il-2 Recon
4 CP - Ura Pobyeda! All Cossacks for 90 seconds gain increased speed, rate of fire and gain crush on infantry units.
6 CP (?) - Mark Vehicle
Engineer Sapper Regiment
1 CP - Engineers maybe upgraded with Body Armour (increasing armour). Also maybe upgraded to receive PPShs.
3 CP - Conscript Assault Package. (3x PPSh)
3 CP - Engineers receive the ability to instantly place a new type of mine anywhere. It is thrown in a manner similar to a grenade. Only works on vehicles. When a vehicle drives over the mine they receive a crew shock for 4 seconds.
5 CP - Captured Panzerfaust. Engineers receive the ability to use panzerfausts captured from previous battles.
9 CP - ISU-152
Independent Penal Battalion.
1 CP - Independent Penal Battalion. Penal Battalions may exchange their weapons for different ones at will for a small munitions fee (10 - 20 munis) Upgrades include - Long range package (4 Mosin-Nagant M1891-30, 2 DP-28s) Assault Package (6x PPShs) and finally a support package with 2 mosins and 4 PTRD/PTRS AT rifles. If any of these upgrades are selected then the penals lose their Satchel charge but gain a grenade. Assault and long range receive an F1 grenade. Support package receive AT grenade. A flame thrower may not be bought if any of these are selected.
2 CP - Disgraced Former Officers level 1. All Penal units receive a non-stacking bar of vet, taking them to Vet 1 immediately. If a unit is at vet 1 then they receive no further bonus. Any penal units made after this receive this vet bonus immediately.
4 CP - Disgraced Former Officers level 2. All Support weapons that a penal unit recrews receives a non-stacking bar of vet, taking it to Vet 1. As above.
5 CP - Rapid Sentencing. Similar to rapid conscription, but gives penals. Rapid Conscription used to do this IIRC. Will give up to 2 penals
10 CP - Disgraced Former Officers level 3. All Penal units, regardless of status or type, up to and including recrewed vehicles, receive a non-stacking rise in vet up to Veterancy 2. Same rules as above apply.
Forward Exploitation Detachment.
O CP - One time call in of 2 T-34-85s with a Tank rider squad mounted on each. Tank riders must dismount to capture. This call in immediately freezes all income for the Soviet player for 2 minutes and the German player is warned that a Forward Detachment is in the area and provided with half the Soviet Player's resource income for the same time period that the Soviet player is without funding. This'll be hell to balance... Enables future T-34-85s to be built in T3 in place of the T-34-76.
3 CP - M5 Transport detachment. Brings in one M5 with 2 Conscripts aboard armed with DP-28s. Cost matches the call in.
7 CP - Maximum priority support. Toggle-able ability. Provides the Soviet player with double Munitions income in exchange for halved fuel income. MP income takes a small hit as well.
12 CP - Il-2 strafing run..
12 CP - Il-2 Bombing run.
City Assault Coordination tactics.
3 CP - Conscript Assault Package.
4 CP - Conscript City Fighting Package. Provides conscripts with smoke grenades and Panzerfausts. Panzerfausts maybe used on Buildings.
4 (?) CP - Il-2 Recon
5-6 CP - SU-76M coordination. SU-76Ms may place a mark vehicle on a target. The SU-76M in that time must remain alive. Has all the effects of the conventional mark vehicle but the ability is lost if the SU-76M dies. The ability has a significant cool down and Muni cost. The SU-76M also gains the ability to transport tank riders and if infantry are with XYZ distance its sight forwards is increased.
8 CP - 152mm ML-20 howitzer.
Anti-Tank Artillery Battery
1 CP - M-42 45mm AT gun, is intended to be used in concert with ZiS-3.
3 CP - Veteran crews, all AT guns receive target weakpoint ability at Vet 2.
3 CP - AT gun camouflage.
6 CP - Mine fields, the cost of the Standard Soviet mine is halved.
12 CP - Anti-tank barrage. any tank within a certain area when this ability is activated is marked for artillery. As long as they remain in LoS they are barraged by off-map 152mm artillery. Costs a ton of Munis.
Scout detachment.
0CP - Razvedki - elite units that camouflage in cover and are armed with rifles maybe called in from any building or off map. They maybe upgraded in friendly territory with PPShs or SVT-40s. At first they may only decap territory but with an upgrade they may capture fully. They are armed with AP grenades and at vet 2 Captured Panzerfausts.
0CP - Radio interception
4 CP Il-2 Recon run
6 CP Mark vehicle.
8 CP T-34-85 call in.
|
If not now then when? |
Hmm... did he mean the weapons that the Soviets had captured or...?
Because lets look at this.
German mortar shoots twice as fast.
German MG is superior everywhere it matters, (suppression)
PaK 40 shoots faster.
So where are Soviets superior again? |