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PlanetSmasher

COH2 Commander Rework: List of Features

Nov 1st, 2016
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  1. German Mechanized Doctrine
  2.  
  3. 0CP: Sd.Kfz. 250/1
  4. Comes without a squad of Grenadiers. Now has an MG42 with the stats from the larger Sd.Kfz. 251/1 halftrack. Cost, health, armor, movement and veterancy copied from the Soviet M3A1. (Also available in Mechanized Assault Doctrine!)
  5. 1CP: Sd.Kfz. 223 Command Car
  6. Costs 250MP/20Fu. This is a 222 with an MG42 instead of the 20mm gun; DPS is similar to the USF M20. It can throw smoke grenades as well as capture and lock down territory. The lockdown is improved with each rank of veterancy; the unit itself does not get better.
  7. 2CP: Withdraw and Refit
  8. Copied from USF. Vehicles can be retreated from the battlefield to get some resources back.
  9. 5CP: Spotting Scopes
  10. These are also available on the new vehicles in this commander.
  11. 9CP: StuH 42
  12. This is basically a leFH 18 howitzer strapped to a StuG III. It has 60 range and a large AoE radius, making it very good against infantry blobs. On the other side, it can't fire while moving, has a one-second aim time and only works with scatter, so no homing shots. Can be upgraded with a Spotting Scope and gets a long-range artillery barrage at Vet 1.
  13. __________
  14.  
  15. Elite Troops Doctrine
  16.  
  17. 1CP: Jaeger Light Infantry
  18. Gewehr 43 + Interrogation for 45 munitions. Unchanged.
  19. 2CP: Panzer Tactician
  20. 3CP: Knight's Cross Holders
  21. 400MP: Three soldiers with infrared StG44 assault rifles. Very durable. Stick grenade, smoke grenade, Panzerfaust. Passive self-heal at Vet 1, passive sprint at Vet 3.
  22. 8CP: Hollow Charge Barrage
  23. Like Light Artillery Barrage, but more accurate and with better penetration and less AoE damage.
  24. 14CP: King Tiger
  25. It's exactly the same unit OKW has access to - only three levels of veterancy, though. Smoke dischargers also available!
  26. __________
  27.  
  28. German Defensive Doctrine
  29.  
  30. 0CP: Concrete Bunkers
  31. Bunkers now cost 200MP and take twice as long to build, but have double HP and can hold two squads. Upgrades: Retreat Point (200MP) and either MG42 (60Mun), Repair Station (60Mun) or Healing+Reinforcement (90Mun).
  32. 1CP: Defensive Fortifications
  33. All infantry can build sandbags. Pioneers can also build tank traps and trenches. You can garrison mortars in trenches with full functionality.
  34. 8CP: Pak 43
  35. 9CP: Panzer IV Command Tank
  36. 12CP: Sector Artillery
  37. Rate of fire ramps up faster and there is less initial delay.
  38. __________
  39.  
  40. German Infantry Doctrine
  41.  
  42. 0CP: Opel Blitz Ambulance
  43. Functions just like the USF ambulance. Same cost, ability, movement speed, armor. Slightly more HP, but easier to hit.
  44. 1CP: Defensive Fortifications
  45. All infantry (except for the officer) can build sandbags. Pioneers can also build tank traps and trenches. You can garrison mortars in trenches with full functionality.
  46. 2CP: Panzerbüchse 39
  47. Available on Grenadiers. One AT rifle for 30 Munitions, can be used together with the MG42. DPS against infantry is similar to the standard Kar98K.
  48. 3CP: Terror Officer
  49. 360MP. Strong close-range combat unit: Four bodyguards with MP40s. Smoke grenade, timed accuracy buff for infantry, enemy execution at Vet 1.
  50. 8CP: Light Artillery Barrage
  51. __________
  52.  
  53. Jaeger Infantry Doctrine
  54.  
  55. 0CP: Pioneer Field Training
  56. Pioneers can use single anti-personnel S-mines and salvage munitions from wrecks and abandoned equipment: 36 munitions from abandoned vehicles, 15 from everything else.
  57. 1CP: Ambush Camouflage
  58. Automatically granted at Vet 1 to all infantry squads and the MG42. Does not need to be upgraded.
  59. 1CP: Jaeger Light Infantry
  60. Gewehr 43 + Interrogation for 45 munitions. Unchanged.
  61. 3CP: Terror Officer
  62. 360MP. Strong close-range combat unit: Four bodyguards with MP40s. Smoke grenade, timed accuracy buff for infantry, enemy execution at Vet 1.
  63. 8CP: 82mm Mortar Bombardment
  64. Four times six GrW 34 mortar rounds every 2,5 seconds in a radius of 12,5, then six smoke rounds. 120 munitions.
  65. __________
  66.  
  67. Recon Support Company
  68.  
  69. 0CP: Forward Observers
  70. 2CP: Marksman
  71. 320MP. Fairly survivable, but no camouflage. Good rate of fire, but doesn't get faster with Vet. Recon Flares at Vet 1, lower received accuracy at Vet 2 and 3.
  72. 4CP: Recon Sweep
  73. 5CP: M8 Greyhound
  74. Comes with armored skirts, gun from the Stuart, pintle MG from the M20. Slightly increased armor and health. Increased cost to 280/50 and population to 8.
  75. 8CP: 155mm Artillery Barrage
  76. __________
  77.  
  78. Mechanized Company
  79.  
  80. 0CP: Assault Engineers
  81. Cost increased to 300. Now has five men. Damage on Grease Guns decreased from 4 to 3,2.
  82. 1CP: Dodge WC51
  83. MG has the same stats as on the M20. Slightly increased armor and HP. Population increased from 5 to 6.
  84. 2CP: Withdraw and Refit
  85. 4CP: Recon Sweep
  86. 10CP: M4A3(76)W Sherman Command Tank
  87. Costs 380/150. Has the same stats as a normal M4A3, but has +20 sight range, can't change ammo and has a larger gun with better armor penetration. All nearby allied vehicles have their accuracy increased by 20%. Can call in a targeted P-47 rocket strafe.
  88. __________
  89.  
  90. Conscript Support Tactics
  91.  
  92. 1CP: Conscript Spotters
  93. Conscript squads are issued spotting equipment and can now see further while in cover or garrisoned. (Copy of USF Forward Observers)
  94. 2CP: ZiS-6 Transport Truck
  95. Costs 200MP/10Fu, can reinforce and transport two squads, eight soldiers can fire out. Can drop boxes of medical supplies. Veterancy and overdrive ability exactly as on the M5. Receives shared veterancy from nearby infantry.
  96. 3CP: Conscript Assault Package
  97. 6CP: Rapid Conscription
  98. 8CP: 152mm Artillery Barrage
  99. Nearby ML-20 152mm howitzers will barrage the target location with heavy HE shells. (Copy of USF 155m artillery)
  100. __________
  101.  
  102. Tank Hunter Tactics
  103.  
  104. 0CP: Engineer Field Training
  105. Combat Engineers can use PMD-6M anti-tank mines (unchanged) and salvage munitions from wrecks and abandoned equipment: 36 munitions from abandoned vehicles, 15 from everything else. No Salvage Kit upgrade needed!
  106. 3CP: Tank Hunter Package
  107. Conscripts can receive two PTRS-41 anti-tank rifles and improved RPG-6 anti-tank grenades with higher range and penetration. Costs 50 munitions.
  108. 5CP: Anti-Tank Gun Ambush Tactics
  109. 7CP: Improved Ammunition
  110. The ZiS-3, SU-76M and T-34/76 receive UBP-354M HEAT rounds with 50% increased armor penetration. The SU-85 receives UBR-365P HVAP-T rounds with 50% increased armor penetration and 25% increased accuracy. Timed abilities: 30 munitions, 20 seconds.
  111. 10CP: IL-2 PTAB Anti-Tank Bombing Run
  112. __________
  113.  
  114. NKVD Rifle Disruption Tactics
  115.  
  116. 0CP: Radio Intercept
  117. 1CP: NKVD Rifle Troops
  118. 2x SVT-40 and RG-42 frag grenades for Conscript squads. Costs 60 munitions.
  119. 3CP: NKVD Commissar
  120. Can buff infantry offense or defense, retreat point at Vet 1. Nearby infantry is suppressed if he dies.
  121. 6CP: Fear Propaganda Artillery
  122. 12CP: IL-2 Sturmovik Attacks
  123. __________
  124.  
  125. Urban Defense Tactics
  126.  
  127. 1CP: Forward HQ
  128. Can now be built by Combat Engineers for 150MP/20Fu. Healing and reinforcement, no combat buffs. Retreat Point for 200MP.
  129. 2CP: M-42 AT gun
  130. Cost increased to 220MP. Increased damage and penetration, added slight AoE damage against infantry.
  131. 3CP: Conscript PPSh-41 Package
  132. 7CP: Incendiary Artillery
  133. 9CP: KV-8 Flamethrower Tank
  134. __________
  135.  
  136. Defensive Tactics
  137.  
  138. 1CP: Advanced Defenses
  139. Combat Engineers can build tank traps, PMD-6 mines and MG nests. The MG Nest costs 200MP/60Mu and comes with a DShK-38, otherwise it has the same stats as a German bunker.
  140. 2CP: M-42 Anti-Tank Gun
  141. Cost increased to 220MP. Increased damage and penetration, added slight AoE damage against infantry.
  142. 3CP: DP-28 Light Machine Gun
  143. 1x DP-28 for Conscript squads. Costs 40 munitions.
  144. 10CP: KV-1 Heavy Tank
  145. Cost increased to 450/160. Limited to two. Increased gun penetration, slightly increased AoE damage and lowered scatter. Decreased movement speed. Changed veterancy: 1. Secure Mode replaced by Crew Repair, 2. Rotation and reload time, 3. Accuracy, scatter, sight range.
  146. 12CP: Sector Artillery
  147. Copy of Ostheer Sector Artillery. Rate of fire ramps up faster and there is less initial delay.
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