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Messages - allthatisman
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1
« on: May 01, 2012, 07:43:35 AM »
@ stealthattack1:
there are two sides to that strat I linked, one for combating americans and the other for fighting brits, I prefer the Brit side (going tank destroyer), sorry for the confusion.
3
« on: April 29, 2012, 10:20:34 PM »
Some has been toched on but the rule of thumb for the PE vet is 2 def 1 off, all the vet have these stats Example: http://dow2.info/coh/Infantry_Panzer_Grenadiers.htmldef: Off: 12 Vet-Exp (they stat 3 times) Received Damage: 0.95 Accuracy: 1.15 Received Suppression: 0.85 Reload: 0.9 Maximum Health : 1.1 Cooldown: 0.9 Health Regeneration : 3.36/min Penetration: 1.15 One thing to note though is the Order: because Def vet 3 has an extra stat... Def 3: 40 Vet-Exp Received Damage: 0.95 Received Suppression: 0.85 Maximum Health: 1.1 Health Regeneration: 3.36/min Received Accuracy: 0.95 Vechiles that do not see direct front action I normally triple Off vet like the Mortar HT because it reduces the cooldown of your barrage ability and fire rate when left to the AI I often on frontline vechiles and/or Inf go in order of Def, Off, Def.
4
« on: June 19, 2010, 01:30:03 AM »
My experience maybe unique, I play against the russians as the PE with no human allies, this can make the AI of the game very difficult, I tend to play only hard or expert CPU enemies, the one thing I have found that makes you survive "the red tide", (the AI spams infantry -> support -> tanks) is to build to the kampfgruppe kompanie -> panzerjager kommand, this will tgive you a mobile force that can 'put out' russain fires around the map, since if you have normal resources you cannot got scortched earth to block the enemy advances, the formula I have found is 4 PG w/ sg44, two IHT than two moraders, once the moraders are in the field, change one of the sg44 troops in each IHT to TBG, giving your mobile force an ablity to deal with lighter armor while you wait for your moraders to catch up. once there I normally go tank destroyer, using the hetzer and Jagdpanter in force w/ teller mines covering the bridges if I don't have enough munitions later to blow up the bridges with the funkwagon. once that is made you have your hetzers be slowly replaced with panters as you can call them in. good luck!
5
« on: March 13, 2010, 05:52:57 AM »
Hey everyone here is a Tech tree idea I had.
Based off of three major battles on the eastern front: Leningrad, Stalingrad, Kursk.
Leningrad Siege war: Left: Thunder Storm:
2 CPT Precision Strike: Cost: 50 Ammo CD: 2 mins Three artillery shots in small area
3 CPT Wall Strike: Cost: 200 Ammo CD: 10 secs Wide area of Precision bombardment creating a wall of fire and brimstone between you and the red army great for wide defensive stopping power or massive defense killing power.
4 CPT Mobile 'Nut Cracker' Flak 88: Cost: 600 mp CD: 3 mins Max: 3 on the field at one time Call in a mobile Flak 88 platform, must be setup before firing and packed up before moving.
Right:
Lighting Storm:
2 CPT JU 87 'Stuka' strike: Cost: 150 Ammo Stukas patrol the area killing infantry with gun strikes and tanks with single bomb hits (very accurate). No ground indecator on the map, just the 'Jericho Trumpet' sound when they are striking. Causing fear in the enemy.
1 CPT Supply the siege: Cost: 200 mp CD: 2 mins drop supplies into the field. 100 muns 20 Fuel
3 CPT At Any Cost: 250 Ammo, 100 Fuel CD: 5 mins All tanks and Infantry lost in battle are replenished at the HQ during activated ability 1 min duration. Penalty: during CD -80% resource production on Ammo/Fuel
Stalingrad:
“Ratten krieg”
Rat War:
Left:
Propaganda:
1 CPT 1,000 Year Reich: All infantry now have the push ability: Activated on each unit. Cost: none CD: 1 min Duration: 15 seconds Penalty: 30 seconds Infantry get a great increase in offensive stats (55%) for 15 secs, willing to give they're lives for the Fatherland. (-50%) defensive stats after for 30 seconds.
1 CPT Objective Secured: (passive) Infantry capture points when no enemy units are in the territory at 50% speed. (allowing you to continue the offensive without have to take the time to capture the point. Only works if the area is unsecured (no troops, tanks, outposts). Goes from Enemy controlled to neutral to friendly.
3 CPT Fuhrers command!: Cost: 420 MP Only one on the field at one time Call in a single SS officer in a half track with a loudspeaker. Inspiring friendly troops in the territory and striking fear into the enemy troops in the territory. (+40% offensive stats friendlies, -30% defensive stats to enemies in the territory)
Right:
Street Fighting:
3 CPT Street Kings: 600 MP Max 3 in the field. Kings of the battle field these men have been hardened by fighting in the streets of Stalingrad. Idle for Urban combat. (storm trooper knight cross holders) 3 man squad w/ SG44s cammo,assault grenades, panzerfaust, Demolition packs (65 ammo) can be placed any where, does 150% damage to buildings with enemies inside.
1 CPT
Kings Command:
In the presents of the the storm kings troops feel the power of the street kings, giving them zeal to hold out any counter assault.
5 CPT
Enemy at the gate: 650 MP Only one per battle. Call in a Veteran of the war to end all wars, This sharpshooter trained all the best and has left some secrets for himself.
Abilities: Intuition: (passive) writing the book of sharpshooting he can sense the spots where enemy sharpshooters are. (like tank awareness for the PE) snipers show up on the mini map in the fog of war. Counter sniper: (activate) While in this mode he will kill all snipers in his sights. (in this mode he will not shoot at other infantry) Stats: His experience lets him cloak at max rate (normal snipers in green cover), even when he has no cover. Has the sight range of a recon unit (jeep or motorbike), with the same detection, however, when he moves camouflaged, it is 25% movement speed. (25% slower than regular snipers)
Kursk – Largest Tank battle in WWII, if not the largest in history.
“Panzer Strum”
Armor Storm:
Left:
Might of the Reich:
1 CPT Bigger is Better: (Passive) All heavy tanks (Panthers and Tigers) have 88 mm cannon. But Armor costs 10% more fuel to create.
4 CPT Cost: 1,000 mp (220 fuel over 1 min time) Must be able to afford fuel Only 1 Tiger-gruppe on the field at one time. Tiger-Gruppe: Call in 2 Tiger I tanks to the field.
5 CPT Cost: 1,200 mp (260 fuel over 1 min time) Must be able to afford fuel Call in once per battle. Große Tiger-Gruppe: Call in 1 Tiger I and 1 Tiger II (King tiger) to the field.
Right:
Great Strikes: 2 CPT Panzer Zeal: All tanks fight harder when grouped with other German Armor. (Like PE group Zeal for infantry.)
3 CPT Cost: 250 Ammo Duration: 1 Min CD: 5 mins Press on the attack!: All tanks get a Defensive bonus to push threw defensive lines. (2 times the frontal Armor and 1.5 times side and rear armor).
4 CPT 500 mp (over 1 min) Only one per Battle. JagdTiger: Call in the 'Elefont' Tank destroyer.
Let me know what you all think. Thanks
6
« on: March 13, 2010, 05:51:46 AM »
Hey everyone here is a Tech tree idea I had.
Based off of three major battles on the eastern front: Leningrad, Stalingrad, Kursk.
Leningrad Siege war: Left: Thunder Storm:
2 CPT Precision Strike: Cost: 50 Ammo CD: 2 mins Three artillery shots in small area
3 CPT Wall Strike: Cost: 200 Ammo CD: 10 secs Wide area of Precision bombardment creating a wall of fire and brimstone between you and the red army great for wide defensive stopping power or massive defense killing power.
4 CPT Mobile 'Nut Cracker' Flak 88: Cost: 600 mp CD: 3 mins Max: 3 on the field at one time Call in a mobile Flak 88 platform, must be setup before firing and packed up before moving.
Right:
Lighting Storm:
2 CPT JU 87 'Stuka' strike: Cost: 150 Ammo Stukas patrol the area killing infantry with gun strikes and tanks with single bomb hits (very accurate). No ground indecator on the map, just the 'Jericho Trumpet' sound when they are striking. Causing fear in the enemy.
1 CPT Supply the siege: Cost: 200 mp CD: 2 mins drop supplies into the field. 100 muns 20 Fuel
3 CPT At Any Cost: 250 Ammo, 100 Fuel CD: 5 mins All tanks and Infantry lost in battle are replenished at the HQ during activated ability 1 min duration. Penalty: during CD -80% resource production on Ammo/Fuel
Stalingrad:
“Ratten krieg”
Rat War:
Left:
Propaganda:
1 CPT 1,000 Year Reich: All infantry now have the push ability: Activated on each unit. Cost: none CD: 1 min Duration: 15 seconds Penalty: 30 seconds Infantry get a great increase in offensive stats (55%) for 15 secs, willing to give they're lives for the Fatherland. (-50%) defensive stats after for 30 seconds.
1 CPT Objective Secured: (passive) Infantry capture points when no enemy units are in the territory at 50% speed. (allowing you to continue the offensive without have to take the time to capture the point. Only works if the area is unsecured (no troops, tanks, outposts). Goes from Enemy controlled to neutral to friendly.
3 CPT Fuhrers command!: Cost: 420 MP Only one on the field at one time Call in a single SS officer in a half track with a loudspeaker. Inspiring friendly troops in the territory and striking fear into the enemy troops in the territory. (+40% offensive stats friendlies, -30% defensive stats to enemies in the territory)
Right:
Street Fighting:
3 CPT Street Kings: 600 MP Max 3 in the field. Kings of the battle field these men have been hardened by fighting in the streets of Stalingrad. Idle for Urban combat. (storm trooper knight cross holders) 3 man squad w/ SG44s cammo,assault grenades, panzerfaust, Demolition packs (65 ammo) can be placed any where, does 150% damage to buildings with enemies inside.
1 CPT
Kings Command:
In the presents of the the storm kings troops feel the power of the street kings, giving them zeal to hold out any counter assault.
5 CPT
Enemy at the gate: 650 MP Only one per battle. Call in a Veteran of the war to end all wars, This sharpshooter trained all the best and has left some secrets for himself.
Abilities: Intuition: (passive) writing the book of sharpshooting he can sense the spots where enemy sharpshooters are. (like tank awareness for the PE) snipers show up on the mini map in the fog of war. Counter sniper: (activate) While in this mode he will kill all snipers in his sights. (in this mode he will not shoot at other infantry) Stats: His experience lets him cloak at max rate (normal snipers in green cover), even when he has no cover. Has the sight range of a recon unit (jeep or motorbike), with the same detection, however, when he moves camouflaged, it is 25% movement speed. (25% slower than regular snipers)
Kursk – Largest Tank battle in WWII, if not the largest in history.
“Panzer Strum”
Armor Storm:
Left:
Might of the Reich:
1 CPT Bigger is Better: (Passive) All heavy tanks (Panthers and Tigers) have 88 mm cannon. But Armor costs 10% more fuel to create.
4 CPT Cost: 1,000 mp (220 fuel over 1 min time) Must be able to afford fuel Only 1 Tiger-gruppe on the field at one time. Tiger-Gruppe: Call in 2 Tiger I tanks to the field.
5 CPT Cost: 1,200 mp (260 fuel over 1 min time) Must be able to afford fuel Call in once per battle. Große Tiger-Gruppe: Call in 1 Tiger I and 1 Tiger II (King tiger) to the field.
Right:
Great Strikes: 2 CPT Panzer Zeal: All tanks fight harder when grouped with other German Armor. (Like PE group Zeal for infantry.)
3 CPT Cost: 250 Ammo Duration: 1 Min CD: 5 mins Press on the attack!: All tanks get a Defensive bonus to push threw defensive lines. (2 times the frontal Armor and 1.5 times side and rear armor).
4 CPT 500 mp (over 1 min) Only one per Battle. JagdTiger: Call in the 'Elefont' Tank destroyer.
Let me know what you all think. Thanks
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