Company of Heroes: Eastern Front

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Messages - BlackCloud

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General Discussion / Re: Historical battles in COH
« on: July 13, 2012, 03:28:22 PM »
Limiting units it's a way to forcing the player to defend without any complex mapping or scripting to make it happens  :-\ .  Still if you guys are interested in this just let me know and ill try making some maps however about challenge maps i don't think i can do much about it since i'm a total idiot with scripts and stuffs  ???

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General Discussion / Re: Historical battles in COH
« on: July 13, 2012, 02:45:34 PM »
Well I actually tried to be historically accurate as possible, the panzer elite doctrines aren't suppose to be about reinforcements (the Axis were surrounded). If it was for me I had remove the 2 doctrine and leave only Luftwaffe because it was really there. I think you're right on this:
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If the battle should be situated to be in an Urban environment, why bother limiting the Urban doctrine? I've already explained why eliminating options within doctrines is not good.
but with partisans the Russians will get some sort of advantage over the Axis. There is no point doing a Historical battle if it's unbalanced on one side. Both sides must be even and they must fit their role. With the Marders III, Panthers and Tigers the the Axis can easily counterattack and it's no longer history. I removed some units because axis must be fit to defend and at the same time Russians must be fit attacking with some fair balance against the defenders.
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KVs also make for better combat on a Stalingrad like map because of their better frontal armor, and urban environment offer little room for flanking and thus nullify the T-34's prime advantage: Speed.
In fact Russians took back Stalingrad, but with thousands of tanks loses. I have to try out this and see how much time is a 1000p with these tactics.

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You have pretty good English actually :P
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By the way, your english is crystal clear
Thanks, it's nice to hear that  ;D

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General Discussion / Historical battles in COH
« on: July 13, 2012, 01:50:09 PM »
Hello everybody this is my first post on this forum! I followed this mod for a while and i finally decided to register here. This is definetly one of the best mods I've ever played, keep it up like that! First of all i'm sorry for my bad english, i will try to be clear enough!

I see that this community is doing tournaments and i would like to introduce my idea of what COH can be with this mod and with the help of the entire community. Now, have you ever read about the battle of Stalingrad? After the "Operation Uranus" was launched the 6th German Army was encircled, most of the soldiers were decimated and even the Generalfeldmarschall surrendered to the Soviet army. The "Battle of Stalingrad" has been one of the worst military disasters in German History. Now i was thinking, what if we recreate such brutal battles in COH? We got the game, we got the maps, we got the units, we got the mod: we only need some rules.
This is my example of how a historical battle in Company of Heroes should be. If it's not historical accurate enough please post a comment below and if argued i will add it to the post.



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Axis side
  • 6th Army
  • Elements of the 4th Panzer Division
  • Luftwaffe air support
  • 16th Motorized Infantry Division (Wehrmacht)
Avaible Units
Wehrmacht
NO MG bunkers
Wehrmacht Quarters
Volksgrenadiers
MG42 (limit: 2)
Motorcycle/Swimmwagen
Sniper (limit: 2)
Krieg Barracks
Sdkfz 251 Halftrack (only without upgrades)
Grenadiers
Gr.34 8cm Mortar Team
Pak 38 50mm AT Gun
Sturm Armory
Officer
Panzer Command
Panzer IV
1 Panther
Avaible abilities tree
Defensive Doctrine: all except for 88mm Flak 36 AT/AA and Rocket Artillery
BlitzKrieg Doctrine: Assault Grenadiers, Blitzkrieg Assault! and Resource Blitz only
Terror Doctrine: Zeal, Propaganda War and Inspired Assault
http://www.gamereplays.org/community/index.php?s=78f5d653f2bc8cb38997478385dc46ed&act=Attach&type=post&id=372281
Panzer Elite
Headquarters
Kettenrad
Panzer Grenadiers
(NO upgrades for Panther Battle Group)
Logistik Kompanie
Munitions Halftrack
Kampfgruppe Kompanie
Infantry Halftrack
Panzer-Jager Kommand
Assault Grenadier Heavy Infantry
Panzer-Jager Kommand
Panzer IV Infantry Support Tank
Light AT Halftrack
Avaible abilities tree
Luftwaffe Tactics: Fallschirmjager Infiltration, Butterfly Bombs and Henschel 'PanzerKnacker' Support only.
Scorched Earth: all except for Sector Artillery and Hummel Self-Propelled Artillery.
Tank Destroyer Tactics: Teller Mines, Tank Awareness and APCR Rounds only.
http://www.gamereplays.org/community/index.php?act=Attach&type=post&id=361240

Goal:
Defend Stalingrad's victory points until the end of the match.
Optional: Counterattack the Soviet lines.


Russian Side
  • 62nd Rifle Army
  • 4th Tank Division
  • 5th Tank Army
  • 1st Guards Army

Avaible Units
Tanks: Only T-(numbers) tank, no KV-1 KV-2 KV-85 SU-122 SU-76 SU-85 and so on...
Infantry: All infantry squads are available
Avaible ability tree
Propaganda Doctrine: all except for M1927 cannon and Artillery Strike (not Katyusha)
Urban Combat Doctrine: all except for KV-2 tank and Partisans (you can still take them but only to advance the ability tree)
Armored Assault Doctrine: all except for IL-2 Sturmovik and of course SU-85 and Lo Juggernaut.
Buildings: All production buildings are available except for defensive buildings like artillery and MG emplacements.

Goal:
Capture and hold at least 2 victory points until the end of the match.
Optional: Destroy the Axis base.


Rules
Personally i think this can be done only if players follow the rules correctly. The match will be on Stalingrad map (3vs3) with 1000 victory points. The Russian can and MUST attack only after 150 points. During that time both size must build defenses and produce units. Also Axis can't capture territories that are between their Victory Points and the Russian base. After 500 points the Axis will also be able to counterattack if they still hold all 3 victory points.

Unit Choices
Some of you may be complaining about the Panzer Elite faction, which doesn't have much units to produce. The thing is that i made the Panzer Elite to looks like the Wehrmacht because it will be part of 3 Division (Luftwaffe with the Doctrine, 16th Motorized Infantry Division with Halftracks and Assault Grenadier Heavy Infantry and 4th Panzer Division with, of course, Panzer IV Infantry Support Tank) that means it can very powerful and adaptable on the battlefield. For the Wehrmacht no mg bunkers just because historically there wasn't enough time to build heavy bunkers with MG. Also i decided to put only 2 MG because the 6th army was starving and low on supplies and that means they simply didn't have the ammo to fire constantly with a lot MGs. Same thing for 1 Panther: historically most of the tanks were useless during urban combats because they were an easy target for ambushes and most of them were abandoned because of their lack of mobility. No flak cannons and stuff, do I really have to explain this? About Russian tanks: in the beginning they were very weak and easy to kill, during the Battle of Stalingrad Russians made some improvements but still they were more cost>power and tanks like SU-85 weren't in production yet. No buildings for Russians because of course they are attacking...

If you think this can/can't work and it will/won't be fun just post a comment below to let me know if i should write more of these! Also again sorry for my bad english!

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