-Fixed an issue with Ardennes Assault, in which light vehicles could not be built from their tiers.
Balance Issues
OKW Sector Assault
-Adjusted sector assault to drop less bombs in a shorter time window.
SOVIET AT Overwatch
-Shell damage reduced to 60, previously was 120
-Added 3-second delay between smoke and first shell
-Added Penetration value of 260 to shells, so that heavy vehicles can bounce some shells.
-Deflection damage of 30 added to shells
Bugs
-Fixed issue with USF 76mm Sherman smoke launchers not working
-Made some adjustments to WC51 and Faust interaction to try and resolve Faust miss bug.
-Fixed issue with Soviet KV-2 prioritize vehicle not working properly
-Fixed issue with Wehrmacht field defenses, and certain items not being buildable
-Fixed an issue with cav rifles displaying as 3cp call in units in the menu ui
Now start on 50 second cooldown. General cooldown changed to 50 seconds
These changes will stop USF players being able to field two IRPF squads before LT/ CPT teching, unless they are willing to delay their tech for it. Cost of unit standardized with regular Pathfinders because of their high combat and utility power.
Airdropped Combat Group
Now available at 3CP. Mistakenly changed to 2CP during previous patch
Cost increased to 350 Manpower and 80 munitions. Was previously 325 manpower.
However, this ability was synergizing too well with the new 4CP Greyhound, allowing for an aggressive lieutenant opening, followed by an extremely cost efficient AT gun to support the Greyhound, without having to tech CPT. In light of this, the following change has been made.
AT gun component of Airdropped Combat Group replaced by Pack Howitzer drop
This will force USF players to tech CPT should they want AT Gun support for their Greyhound. Players will have to forgo an aggressive LT opening, or delay the rate at which they can produce multiple Greyhounds if deploying both officers. This should allow for a more balanced dynamic between the Greyhound and Axis Light Vehicles / counters.
Pack Howitzer
Reduced to five man squad maximum from six man squad. This applies to both airdropped and tech built Pack Howitzers.
Pack Howitzer will still decrew at 2 models (now after losing 3 men like most other support weapons)
This change was made in order to let the Pack Howitzer retain its strong offensive capabilities, while reducing its survivability a bit so it becomes easier for Axis to counter it.
OKW
Jaeger Light Infantry
Infiltration Spawn Removed
Sector Assault
This ability has received changes to make it perform more consistently and predictably, while removing its ability to obliterate entire armies in some instances.
Stuka Fragmentation Bombing run planes removed
Replaced by two Stuka Anti Tank strafing runs. The same planes as in Ostheer Stuka Close Air Support (3 attack runs).
One additional anti infantry strafe plane added.
Strafe timings adjusted accordingly
Mini map icon size corrected
Sturmtiger
Cost reduced to 570 manpower and 165 fuel in order to offer some compensation for projectile inconsistency. Previously cost 620 manpower and 180 fuel. Change was intended, but not implemented correctly in previous patch.
Sturmtiger friendly fire now less potent.
Bugfixing
Cavalry Rifleman UI CP requirement bug resolved
Hotkeys for OKW Infiltration Grenades and Jaeger Light Infantry G43 upgrade swapped so that the Infiltration Grenades retain their original hotkey.
Note
Minor UI icon and localization text updates will be deployed in the next major patch.
Support abilities for infantry fighting in Urban Environments.
Rear Echelon Rifle Grenades
This ability has been introduced as an interesting alternative to flamethrowers while serving a similar role of anti garrison/ cover positions.
Rear Echelons can be upgraded with Rifle Grenades as one of this commander's slot abilities.
Requires 60 munitions; locks out minesweepers
AOE distance 0.5/1.5/4 versus 1/2/3 of the standard Fighting Pit.
AOE damage 1/0.5/0.3 versus 1/0.75/0.25 of the standard Fighting Pit.
Damage modifier of 0.75 against heavy cover
Range 35, 20 minimum.
When suppressed, a scatter penalty applied
Take up one weapon slot
Rifleman Incendiary Grenades
Provides Riflemen with Incendiary Grenades; Same damage and damage-over-time as Molotovs, but is thrown faster. Shares a cooldown with Frags. 30 munitions.
Unlocked when Lieutenant or Captain are dispatched.
M4A3 Assault Package
Unlocks Dozer Blade Upgrade and White Phosphorous shells ability to Sherman Tanks.
The dozer blade will now increase armor to be in-line with tanks such as the Sherman 105.
M4A3 Sherman Tanks can now be upgraded with Dozer Blades. This now costs 50 manpower and 20 fuel
Now increases Sherman armour from 160/80 to 215/105
Health increase remains at 80 for a total of 720.
M4A3 Shermans can now fire a single WP shell at the target position for 20 munitions. Cooldown of 20 seconds.
Cover to Cover
New ability
Drops three smoke shells at the target position
Infantry within 60m of the ability will sprint for 20 seconds after the ability is cast.
Costs 70 munitions
Rangers
Rangers are being more accessible, while their defensive stats are being adjusted to match all other infantry. Previously, they were the only ones to take less damage from all sources.
Reinforce cost from 33 to 32
Cost from 400 to 350
0.9 Damage reduction removed.
Received Accuracy from 0.8 to 0.73.
Now have access to Paratrooper Bazookas from Weapon Racks or drops. UI indicator added to inform the player of this change.
Calliope
The Calliope is being adjusted to provide more reliable damage to units within the target area.
Far AOE damage from 0.15 to 0.25
Cost from 380/140 to 380/115
Reload from 1.25 to 0.125
AOE from 4 to 5
Health from 480 to 400
USF - General Faction Changes
WC 51 Dodge and M3
Passenger moving accuracy from 50% to 40%.
Pathfinders
Now start on initial cooldown.
Cooldown from 18 to 20.
Veterancy requirements changed to 340/680/1360; applies to both Airborne and Recon Commander Pathfinder variants.
Rear Echelon Troops
Volley-fire is having its received accuracy penalty reduced to increase its viability in combat.
*Received accuracy penalty reduced from 1.4 to 1.15.
British - Lend Lease Assault
Assault Sections
Gives Infantry Sections the Assault Section Upgrade
Requires Platoon Command Post.
Costs 70 munitions.
Gives the squad 2 Thompson SMGs and arms the rest with Sten Guns and No.77 White Phosphorous Grenades, and removes their Out-of-Cover penalties; Sten Guns use Assault Engineer Grease Gun stats.
Grants -5% Receieved Accuracy to the squad.
Locks out other Infantry Section upgrades; takes up 1 weapon slot.
Unit is still affected by Bolster Squads when upgraded with this item.
81mm Mortar Team
Available from 0CP as a call-in.
Costs 240 manpower.
Same mortar as the USF 81mm Mortar.
M5 Half-Track
Available at 2CPs as a call-in.
M5 Quad Mount upgrade requires 15 additional seconds to research due to timing.
See Soviet section below for additional changes.
Vehicle Crew Repair
*Same ability found in Mobile Assault, Vanguard Operations and Royal Engineers. Costs 40 munitions.
M10 Achillies I
Can be built from the Company Command Post.
Same stats as the USF M10.
Can affected by Hammer Tactics Tracking, but not War Speed.
UKF general faction changes
6 Pounder
With the addition of Anti-Tank Grenades on Royal Engineers, the 6-pounder no longer requires an artificial accuracy boost against light armor.
+50% accuracy versus light vehicles removed.
Universal Carrier
We have increased the price of the Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions. Armor has also been decreased to make it easier to ward off early game with small-arms.
Front armor from 7 to 5.8.
Self-Repair cost from 15 to 25.
Infantry Section
Minimum range has been added to match other grenade abilities.
Mills bombs now have minimum range of 3.
Soviet - Airborne
Weapon Crate Drop
Requires 1 Command Point.
Drops a crate at the target position that can be picked up by infantry.
Grants the squad that picks it up with 4 Penal Battalion SVTs; takes up 1 weapon slot.
Engineer SVTs do not count as slot items; ensures the upgrade does not interfere with minesweepers or flamethrowers. Still takes up 1 weapon slot.
Penals picking up the crate replace their SVTs with six Shocktrooper PpsH-41s. Takes up 1 weapon slot.
Stealing a weapon crate as a non-Soviet faction will grant 45 munitions.
DsHK Paradrop
Paradrop costs 125 manpower and 50 munitions
Available at 2 Command Points
DsHK Changes
Penetration from 4.5/3/1.5 to 7/6/5 (now similar to USF .50 cal)
Arc from 30 to 34
Airborne Rally Point
Available at 2 Command Points
Costs 100 manpower and 15 fuel.
Reveals enemies on the mini-map in 60m area around it.
Can reinforce units in friendly territory
Can request a Medical Airdrop at the target position for 20 munitions. Heals all nearby infantry when picked up.
When the Mechanized Armor Kampaneya is deployed, it can act as a Forward Retreat Point; only 1 can function as a Forward Retreat Point at a time.
320 Health, 5 armor.
Airborne Guards
Costs 360 manpower
Available at 3 CP
Can be called onto the field or be deployed from neutral ambient buildings like Stormtroopers - Due to root animation issues, we could not get parachuting to work with this unit in a satisfactory manner.
Equipped with SVTs and RGD-33 Grenade as standard
Grenade ability starts on cooldown upon.
Can be upgraded in neutral or enemy territory.
Veterancy 1 ability “IL-2 Suppression Strafe”: Calls in an airstrike at the target position within 40m of the Airborne squad for 60 munitions. Low damage, but will pin most targets. Shares a global cooldown
Upgrade route 1 - DP28s
Can be equipped with 3 DP 28s for 100 munitions.
Upgrade Route 2 - PPSH
Can also be upgraded with PPSh-41s for free; grants access to smoke grenade, fire superiority ability, and equips the full squad with the Shocktrooper PPSh-41s.
Fire Superiority ability same as Cavalry Riflemen Covering Fire ability.
IL-2 Rocket Strafe
Requires 10 Command Points.
Costs 100 munitions
Barrages the area with P-47 rockets. Effective against vehicles.
Soviets - General faction changes
Conscripts
To improve the performance of Conscripts, while retaining their role as utility infantry that excel at defense and supporting other units, we have added an upgrade to help them scale into the late game. The extra man and reduced reinforce cost will allow them to more effectively trade against opposing infantry while the veterancy bonus will allow fresh Conscript squads to gain veterancy.
New squad upgrade available after the Mechanized Armor Kampaneya is deployed.
Mobilized Reserves: Increases squad size by 1, reduces model reinforce cost to 17 and increases veterancy gain by 20%. Takes up 1 weapon slot. Costs 50 munitions.
When upgraded with Mobilize Reserves, weapon cooldown and reload on Mosin Nagant rifles is reduced by 30% when in cover.
Improved Damage Per Second (DPS) with upgrade:
Conscript Rifle: 3.61/2.6/1.98/1.346/1.0
Conscript Rifle in Cover: 3.91/2.87/2.21/1.54/1.22
At range: 0/10/20/30/35
Conscript AT Grenade Package
Due to Conscripts requiring expensive side-tech to fufill one of their primary roles as a utility unit, we are reducing the fuel cost of AT Grenades.
Fuel cost from 25 to 10.
M1910 Maxim
The following change is intended to allow the Maxim to better suppress massed infantry when the player is spotting for veteran Maxims using the Sustained Fire ability prior to engagments.
Sustained Fire ability now increases suppression by 25%.
M-42 Anti-Tank Gun
The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M-42 ATGs. Cost is also being increased to better match its performance.
Canister range from 50 to 35.
Cost from 200 to 240
M5 Half-Track
The M5 is receiving number of changes to improve its role as a support vehicle when upgraded.
Cost from 270/30 to 240/30
M2HB Quad mount moving burst from 0.5 to 0.75
M2HB Quad mount far accuracy from 0.1 to 0.125
M2HB Quad mount burst duration from 1/5 to 1.5/2
M2HB Quad mount Cost from 100 to 90
SU-76
The SU-76 is receiving a number of slight changes to improve its role against light and medium vehicles with only a slight reduction against heavy tanks.
Accuracy from 0.05/0.035/0.025 to 0.05/0.04/0.0375
Penetration from 200/190/180 to 180/170/160
Rotation rate from 30 to 32
M5 Assault Half-Track
Now available from 3 CPs, reduced from 5.
Cost reduced to 510 Manpower and 30 fuel.
Wehrmacht - Strategic Reserves
Assault Grenadiers
Assault Grenadiers are receiving a small number of changes to help them close the distance and increase their scaling in the late game.
Target Size from 1 to 0.95
Veterancy 1 Received Accuracy from -10% to -6.5%.
Can now be upgraded with a Veteran Squad Leader for 60 munitions, requires Battle Phase 2. Veteran squad leader increases capture and decapture rate by 20% and adds -5% Received Accuracy to the squad.
MP40 Changes
MP 40s are having their mid-range power increased to match SMGs like the M3 Grease gun used by Assault Engineers. This change also affects Assault Officer and Volksgrenadier MP 40s, but not other MP40 variants.
MP 40 Mid range cooldown from 1.25 to 1
MP 40 Mid accuracy from 0.24 to 0.375
MP40 reload frequency from 4/5 to 6
MP40 reload from 2.8/3.5 to 2.8
Mobile Observation Post
All non-upgraded 251 Half-tracks can deploy as a Mobile Observation Post; disables weapons and movement upon activation. Unit is granted camouflage and access to special abilities. Detected when within 20m of the enemy. Can be de-activated to restore movement and weapons.
Auto-detects nearby units within 60m on the mini-map and the tactical map when deployed.
Can launch Artillery Flares when deployed; similar to OKW Artillery Flares from Special Operations. Range 60.
Requires 3 Command Points.
Upgrading to the flamethrowers will disable access to the Mobile Observation Post ability.
Breakthrough Equipment
Panzergrenadiers can throw Smoke Grenades. Smoke grenades gain +25% range at veterancy 3 and share a cooldown with Bundle Grenade.
Pioneers can be upgraded with Breakthrough Equipment for 30 munitions; gives access to Destroy Cover; same as Royal Engineers. Also increases repair speed by 0.3.
Pioneers can now also throw satchel charges. Same stats and cost as the Penal Battallion satchel charge.
Breakthrough Equipment does not lock out the flamethrower or the minesweeper upgrade.
Panzer IV J
The Panzer IV J has more frontal armor by default, is slightly better versus infantry and has more veterancy bonuses compared to Ostheer's regular Panzer IV (H).
Gives Ostheer access to the OKW Panzer IV J; has identical stats.
Available from the HQ; requires either the Support Armor Korps or the Heavy Panzer Korps.
Has access to the Ostheer Blitzkrieg ability rather than the OKW version.
Veterancy levels 2 - 3 same as the OKW Panzer IV.
Tiger Ace
The Tiger Ace has undergone a rework with the intention to make the unit less frustrating to encounter and be less crippling to the player that keeps their Tiger Ace alive. Changes to its requirements are meant to make the unit rewarding for those who tech-up rather than as an emergency call-in.
Tiger Ace
CP requirement removed.
Now requires Heavy Panzer Korps before it can be called in.
No longer reduces income when deployed.
Now starts at veterancy 1.
Sight from 50 to 35.
Has 10% increased accuracy over the regular Tiger.
Now has access to Spearhead ability at veterancy 1 in addition to Blitzkrieg; similar to King Tiger's ability.
Has access to Emergency Repairs ability; same as OKW Elite Armor.
Population from 26 to 24
Cost from 800/150 to 800/250
Removed 1 time call-in limit.
Wehrmacht - General faction changes
A number of changes have been made to a small group of underused Ostheer units to increase their viability and increase composition diversity. More details can be found below.
Ostwind
We’ve made some significant improvements to the Ostwind to improve its viability over the Panzer IV which was generally chosen as the first tank for Ostheer thanks to its ability to fight both infantry and medium tanks. Its ability to destroy infantry and aircraft at a lower cost compared to the Panzer IV will allow it to find a place against certain builds.
Reload Frequency from 5 to 7
Scatter from 7.1 to 5.25
Cooldown from 0.5/0.7 to 0.35
Scatter offset to 0
Minimum range removed.
AA chance from 17% to 24%
Veterancy 2 AA chance from 24% to 40%
AOE can now only hit two models max per squad.
StuG III G
The StuG III is being given increased mobility and a reduced target size to improve its survivability on the field against AT-based units due to its lack of turret and range when compared to other tank destroyers.
Target size from 20 to 17
Rotation rate from 22 to 28
Panzergrenadiers
Panzergrenadiers are having their timing changed to allow them to gain veterancy sooner and increase diversity in Wehrmacht unit compositions before further changes are made to their performance. Adjustments to veterancy should also allow the unit smoother scaling as the unit levels up throughout the course of the game.
We also want to emphasize their role as mechanized infantry, despite removing them from the Leichte Mechanized Kompanie. As such, we have added the Infantry Doctrine Combined Arms passive as a stock veterancy 1 ability.
Now available from the Kampfgruppe HQ after Battle Phase 1 is researched
Population from 9 to 8
Infantry Doctrine Combined Arms now a veterancy 1 passive. Med-kits veterancy ability removed
Combined Arms ability now triggers when near allied vehicles.
Veterancy 2 now adds +16.7% weapon accuracy.
Veterancy 3 accuracy bonus from +40% to +20%; total accuracy value increase at veterancy 3 remains as the same as in live.
G43 upgrade cost from 60 to 25.
Reinforce time from 8.5 to 7.
Build time from 34 to 28.
250 Mechanized Grenadier Group
Now available from 2CP, was previously 3 CP
250 Panzergrenadier Group
Now available from 2CP, was previously 3 CP
OKW - Grand Offensive
Panzerfusilliers
The way Panzerfusiliers are deployed has been changed to better match their role as an alternative mainline infantry to Volksgrenadiers. They will be slightly weaker than Volksgrenadiers at the start but have access to the Anti-Tank Rifle Grenades, slightly better combat veterancy, and more powerful upgrades, giving them increased power in the late game. This should make for interesting choices and compositions.
Now cost 280 MP
Now available at 0 CPs from the Regimental Headquarters.
Flare cost reduced from 45 to 35
Initial squad size from 6 to 5
Grenade AOE distance from 0.75/1.5/2.25 to 1/2/3
Timed ‘Sprint’ ability replaces Passive Sprint at veterancy 5. Sprint lasts for 5 seconds
Upgrade route 1 - Panzershrecks
Can be upgraded with two Panzerschrecks for 100 munitions. Disables AT Rifle Grenades. Locks out G43s.
Requires Mechanized or Battlegroup Headquarters to be deployed
Upgrade route 2 - Recon Package (G43s)
Recon package now increases squad size from 5 to 6.
Now takes up 1 weapon slot from 0.
Requires Mechanized or Battlegroup Headquarters to be deployed
Infrared STG 44 package
Identical to Special Operations Infrared STG 44 package for Obersoldaten
Stuka Smoke Drop
Identical to OKW Luftwaffe doctrine ability
Panzer Commander
Ability identical to Elite Armour doctrine ability
Panzer VI "Command Tiger"
Command Tiger now available as a call-in at 0 CP; requires an operational Schwerer Panzer HQ on the field.
Costs 630 Manpower and 230 fuel
Veterancy 1: Command Tiger ability: Infantry near the Tiger will receive -25% weapon cooldown and -20% received accuracy. Increases the Tiger's reload time by 20% and reduces accuracy by 20%. Costs 15 munitions.
Veterancy 2: +5 range, +20% accuracy; Improved Command Tiger ability now also affects nearby vehicles; Reduces the reload of vehicles by 20% and the received accuracy of vehicles by 20%. Does not affect the Tiger itself. The same penalties for the Tiger itself are applied when the ability is cast.
Kubelwagen
The Kubelwagen is receiving mobility and veterancy changes to allow it to escape from other light vehicles such as the M3 and gain veterancy without needing to be on the front-line where its light armor and low health are a liability.
Rotation from 40 to 46
Speed from 7 to 7.6
Now gains shared veterancy (the unit will receive a percentage of veterancy that is gained by nearby friendly units).
le.IG 18
We have reduced the significant veterancy requirements on the le.IG to match its current performance.
Veterancy requirements from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825
General Game Changes
"Ghost Sandbagging" is now no longer possible. A variety of buildable objects, such as sandbags and barbed wire, are now passable by infantry until the item is fully constructed. Light vehicles will now either pass through or destroy objects that are not fully constructed. Credit to Janne252 for implementing this fix.
Booby traps of all varieties can now be placed on VPs (the one exception being the Soviet Scorched Earth boobytraps as those disable capping for some time).
All vehicles from which units can fire from the hold have had their moving accuracy reduced to 0.4. Was previously 0.5.
This hotfix aims to address the more problematic bugs introduced in the New Commander Update. Future updates will address more minor issues, and balance items.
Fixed issue where IL-2 AT Rocket Strafe was inflicting less damage than originally intended.
Fixed issue where P47 Rocket Strafe was doing excessive damage.
Fixed issue where the 251 Observation Post would act as a forward retreat point when activated
Fixed issue where the T70 would become camouflaged in recon mode
Tommy Mills Bombs now have a minimum range as intended
Fixed issue where USF soldiers would not fire from fighting pits
Fixed issue where Bunkers and Fighting Pits were passable by all unit types
This update is now live! Major thanks to the wider community for their continued interest in this great game. We're both grateful and impressed with the continued passion this community has for the franchise. If you have playtested or given forum feedback it has helped shape this update, and is very much appreciated.
A major shout out goes out to the community balance and mod team. Miragefla, Sander93, Jae4Jett, Tightrope, Sturmpanther, Momo4sho, with modder support from Janne252, Nachocheese and Planetsmasher.
Many of these chaps have invested a serious amount of their own time in this update. Whether it be building mods, taking part in detailed design discussions, testing builds, or scouring forums for feedback and sentiment. Without them, this update simply would not be possible.
This is the third major update this group have delivered inside of a year, and on behalf of Relic and the community, a massive thanks goes out to them.
Additional thanks to Osinyagov, SneakEye and Kasarov for UI support this udpate.
If you have been following the mod process, you can scroll to the bottom of this post to view the changes added since mod 1.3.
All changes are reflected in the main post.
Game Wide Changes for all Factions
Heavy Tank Call-In Changes for all Factions
We felt the strategy of stalling for a heavy tank call-in without teching stagnated gameplay and was too punishing for players who did tech. In addition we felt that certain heavy tanks came too late in team games. The following changes have been made to all other heavy tanks:
Heavy tank call-ins will now require a reduced amount of CPs but require final tier tech in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE.
Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech.
The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. Additional rebalancing has also been done to a number of heavy tanks.
Medics
In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well.
All medics now sprint towards wounded infantry models
Medic chase range standardized to 20 for all base and forward structures
USF and UKF medic squads now have a timed area of effect heal ability that automatically heals squads around them when activated
Howitizers
All howitzers start on cooldown after their barrage finishes or is interupted
All barrage cooldowns reduced by 20 seconds
OKW
Teching & Faction changes
We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to reduce their early game power in exchange for a stronger mid-game. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve:
Starting resources
Starting manpower has been reduced to tone down the rate at which OKW is able to produce squads from the start.
To counteract the lower rate at which they will now be able to cap the map, starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to make up for the manpower changes.
Starting manpower reserves from 340 to 320
Starting fuel from 5 to 10
SWS truck cost from 100/15 to 70/15
Schwerer Panzer Headquarters
The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.
Cost from 200MP/120 to 100/60; unlocks Obersoldaten; Obersoldaten upgrades locked behind Panzer Authorization.
Can now be upgraded with ‘Panzer Authorization’ for 100 manpower and 60 fuel. Unlocks Jagdpanzer IV, Panzer IV Ausf. J, and Panzer V Panther as well as the doctrinal Flakpanzer IV Ostwind. Also unlocks Obersoldaten weapon upgrades.
Flak cannon disabled until Panzer Authorization upgrade is purchased.
Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins.
Obersoldaten weapon upgrades only need Panzer Authorization to be purchased once.
General unit & abilities changes
Volksgrenadiers
Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.
Manpower cost from 250 to 260
Reinforcement cost unchanged.
Sturmpioneers
While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.
Veterancy requirements from 580/1160/2320/2900/3770 to 480/960/1920/2600/3150
Veterancy 4 accuracy bonus moved to veterancy 3.
Veterancy 3 construction bonuses moved to veterancy 4
Concussion Grenade ability now requires to Veterancy 1 rather than Veterancy 3
MG 34 HMG
The MG 34 performs well in its role as a suppression platform, but its lower damage compared to other HMGs makes it difficult to gain veterancy. Requirements have been lowered to compensate.
Veterancy requirements from 400/800/1600/2132/2666 to 360/720/1440/1918/2400
Kubelwagen
Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments that reduces the time required to be repaired.
Health from 240 to 192
Received damage modifier of 0.8 added
This will decrease repair times, without changing the durability of the unit (which is still 192/0.8=240 effective hitpoints).
Raketenwerfer 43
Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to function more like a standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1.
Cost from 270 to 290
Range from 50 to 55
Crew size from 4 to 5
Camouflage ability now locks the unit in place unless revealed. Cannot move, but can rotate
Requires veterancy 1 for camouflage
Retreat function retained
Population remains at 7
Sd.Kfz. 251/17 Flak Half-Track
The Sdkfz. 251/17 is gaining slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters.
Fuel cost from 55 to 50
Veterancy 5 mobility bonuses moved to veterancy 3
Veterancy 3 and 4 bonuses have been moved to veterancy 4 and 5 respectively.
Smoke cost from 35 to 25; veterancy reduces smoke cost from 25 to 15
Tiger II
Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage dealt, while reducing the radius where it can kill full health models. Furthermore, to help define its unique role, the Spearhead ability has been moved to veterancy 1.
Fuel cost from 280 to 270
AOE distance from 1/2/3 to 0/1.25/4
AOE damage from 1/0.35/0.05 to 0.75/0.25/0.15
Scatter angle from 7.5 to 5
Spearhead to veterancy 1, Combat Blitz to veterancy 3
Veterancy requirements from 4040/8080/16160/20200/26866 to 3630/7260/14560/18928/24606
Opel Blitz
The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced with boosts to mobility. It will also provide a healing aura to infantry to further its role as a forward reinforcement platform.
CP requirements from 3 to 2
Now has access to the Ambulance's healing ability
Acceleration from 1.5 to 3
Rotation from 30 to 38
Fuel cost from 25 to 20
Le.IG 18 ISG Incendiary Barrage
The Incendiary Barrage was underperforming for its cost due to its lack of damage, low accuracy and slow rate of fire. The following changes have been implemented to correct these issues:
Incendiary scatter angle from 8 to 7.
Incendiary scatter max from 10 to 8.
Incendiary reload from 2.3/3.6 to 0.75/1
Incendiary shell garrison damage modifier from 0.5 to 0.75; only affects impact damage
Number of Flame DOTs dropped per shell changed from 1 to 2; this effectively doubles the damage of its DOT
Flammpanzer 38t ‘Hetzer’
We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.
Veterancy requirements from 1560/3120/6240/7800/10375 to 1240/2480/4960/6440/8370
Overwatch Flares
This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares must now be placed on points manually. In return, the ability can be used on territory points captured by allied players.
Must now be planted by Volksgrenadiers, Sturmpioneers, Obersoldaten, or Jaeger Light Infantry.
No cost. Can be planted on territory captured by allied players.
Takes 7 seconds to plant.
Radio Silence
In order to give this ability more tangible during an assault, the ability now lets infantry move at a slightly higher speed. Ability cost has been increased accordingly.
Added 1.2 movement speed for infantry during ability
Cost from 25 to 40
Command Panther
The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to match standard recon units. To compensate for this loss in scouting power and tech requirements, cost has been decreased.
CP requirement to 9; requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in.
Sight range from 55 to 50
Cost from 560/225 to 520/200
Aura sight bonus from 20 to 15
Infiltration Grenades
We feel that the price of Infiltration Grenades was too low for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.
Cost from 15 to 20
Sturmtiger
CP requirement to 8; now requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called-in.
Fallschirmjäger
Fallschirmjäger have not been very popular due to their high cost, timing and being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.
Deployment cost from 380 to 320
CP requirement from 3 to 2
Now drops in with two FG42s
Can now be upgraded with 2 FG 42s once Schwerer Panzer HQ is deployed
FG 42 Mid range from 16 to 21
FG 42 Rate of fire from 6 to 7.
FG 42 far cooldown from 2 to 1.35
Now has a First-Strike Ambush bonus of +25% when attacking from camouflage.
Veterancy 3 accuracy accuracy from 1.15 to 1.3
Veterancy 5 accuracy bonus removed.
Veterancy 5 now provides a +20% boost to their First-Strike Ambush modifier.
Panzerfusiliers
To better reflect their performance and the changes to OKW's starting manpower, we have reduced the unit's manpower and upgrade costs slightly.
Manpower cost from 280 to 270; reinforce unchanged
G43 upgrade cost from 90 to 80
Sector Assault
The anti-infantry airplanes of the Sector Assault ability were too effective due to their ability to instantly pin multiple infantry squads in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress multiple infantry squads in a wide area. Squads should no longer get pinned on the first pass.
Sector AI plane suppression from 0.25 to 0.0125
Nearby suppression radius from 20 to 12
Assault Artillery
Due to the way Assault Artillery functioned which restricted the barrage to 35m radius around a capture point, the ability often did minimal damage in larger sectors. The ability has been reworked to function as conventional off-map artillery.
Ability is no longer bound to one specific sector.
Can now be targeted on any location with sight; except base sectors.
Now drops 20 artillery shells in a 45m radius; 10 artillery shells in a 25m radius; ends by launching 15 smoke shells in a 40m radius
Artillery Shell delay from 0.75/1.25 to 0.5/0.75
Mortar smoke delay between shells from 0.75 to 0.375
Sturm Offizier
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
Target size from 1 to 0.91
Passive aura removed; bulletin still functions
Retreat on Offizier model death removed
CP Requirement from 1 to 2; matches other officer units
Now has access to Model 24 Smoke Grenades. 15 munitions.
Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range.
Mark Target Received Accuracy penalty on targeted unit from 1.5 to 1.3
Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies.
Veterancy:
Veterancy 1: Reduces cost of all abilites by 10 munitions
Veterancy 2: Increases squad size to 5, +10 to ability range
Veterancy 3: +40% Accuracy
Veterancy 4: -29% Received Accuracy
Veterancy 5: -25% Weapon Cooldown, Offizier switches to an StG 44 (Panzergrenadier variant)
Gains shared veterancy
Command Tiger I
The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I.
AOE distance from 1/1.75/2.625 to 0.25/1.5/3
AOE damage from 1/0.15/0.05 to 1/0.25/0.15
Scatter angle from 7.5 to 4.75.
Veterancy requirements from 3440/6880/13760/17406/20259 to 3090/6180/12360/15400/18150
Thorough Salvage
The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.
Time required to complete Thorough Salvage from 20 to 11
Jagdtiger
Adjustments have been made to the Jagdtiger mobility to make this unit more responsive on the battlefield. In exchange, some of it combat stats are being reduced to make it a heavier Elefant that can support an attack with HE rounds. The unit has also been adjusted to require tech.
Requires all SWS trucks to be converted; CP requirement unchanged
Fuel cost from 280 to 260
Population from 23 to 22
Frontal armor from 525 to 450
Health from 1280 to 1120
Acceleration from 0.5 to 1.2
Rotation rate from 12 to 16
Range from 80 to 70
Accuracy from 0.055/0.045/0.033 to 0.06/0.05/0.035; applies to standard and piercing shot
128mm Horizontal tracking speed from 6 to 12
Engine upgrade bonuses now only apply when out of combat
Veterancy 5 now grants 160 health; removed description about Jagdtiger being Dazed as this was never the case since more recent patches
Piercing Shell Cost from 90 to 70
UKF
Infantry Sections
With the introduction of anti-tank grenades on Royal Engineers, Infantry Sections have been identified to be slightly overperforming.
Infantry Section Lee Enfield damage is being adjusted to maintain its current DPS, while reducing their chance to burst down models in a single volley. Previously, Lee Enfield damage, combined with five man squads, allowed the Infantry Section to quickly kill off infantry models which led to them winning most infantry battles.
The low target size of Infantry Sections also made them difficult to kill with damage and manpower bleed being negated thanks to their medical kits. To address this issue, Infantry Section target size is being increased when the unit is out of cover. This change will make the unit more vulnerable when in the open which should also reduce the power of Tommy blobs.
Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1.
Lee Enfield Accuracy from 0.598/0.564/0.529 to 0.676/0.637/0.598
Lee Enfield Damage from 16 to 14
Received Accuracy from 0.8 to 0.9
Squad models gain 0.89 Received Accuracy when in cover. Restores original value back to 0.8
Assault Tommy Upgrade removes the cover bonus and grants it as a passive instead; upgraded Received Accuracy Bonus from 0.95 to 0.8444.
Pyrotechnics Supplies upgrade sight range from 50 to 42
Vickers
In order to counteract the slightly reduced performance of Infantry Sections and improve UKF build diversity, the Vickers HMG suppression has been increased.
Suppression from 0.00785 to 0.008
Sniper
The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use. Rate of fire between shots remains slower than other snipers as intended.
Ready aim-time from 1.5 to 1.
Wind down increased from 4 to 5.25.
Comet
The Comet underperforms in its role as a premium late game tank due to lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below.
Manpower cost from 500 to 480
Scatter from 7.5 to 5.25
AOE damage from 1/0.4/0.2 to 0.75/0.4/0.2
AOE distance from 0.25/1/1.5 to 0/1.15/2.5
Veterancy 3 now speeds up reload by 20%
Now has Heavy Crush
Cromwell
We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and survivability.
Acceleration from 2.6 to 3
Target size from 22 to 20
Sherman Firefly
We believe that the Firefly performs well as a tank destroyer, but is slightly too expensive for its low rate of fire and mediocre mobility.
Fuel cost from 155 to 145
60-Pound Tulip Rockets upgrade cost from 50 to 30; firing cost remains the same.
Churchill Mk.VII
Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made:
Population from 16 to 19.
Grenade ability moved from veterancy 0 to veterancy 1.
Fuel cost from 160 to 165
Emplacements
All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. This should allow British players to deploy emplacements in locations as needed without them eventually becoming a liability.
Deconstruct Emplacement ability added to Royal Engineers; allows Engineers to remove owned Emplacements after 15 seconds. Emplacement weapons are disabled during the duration
Refunds 100 manpower upon completion
Churchill Crocodile / Churchill AVRE
CP requirement to 9 CP; both require either Anvil Tactics or Hammer Tactics to be called in
Advanced Emplacements Regiment
Forward Assembly Repair Sapper range from 30 to 20
Repair Sappers should no longer instantly respawn if killed
Advanced Fortifications upgrade cost from 70 munition to 100 manpower and 10 fuel
Bofors
The following changes are designed to give the Bofors less alpha strike damage versus light vehicles, while remaining very effective at stopping infantry assaults.
AOE from 1 to 1.5
Rate of fire from 4 to 2
Reload time from 1.5/2 to 1
Reload frequency from 1 to 2
Suppression from 0.0006 to 0.0015
Nearby suppression radius from 0.8 to 1
AOE suppression from 0.1 to 0.75
Target suppressed suppression multiplier from 0.5 to 1
USF
Riflemen
Riflemen are solid infantry that scale well, but we would like to put more emphasis on their mid-to-short range capabilities versus those of the long-range focused Axis squads. Their near range has been increased to slightly improve their performance between 3 - 16m.
M1 Garand Near range from 3 to 6; affects USF Officer squad members
The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.
Cost from 40 to 35
Rear Echelon Troops
Previously, Rear Echelon carbines were far too inaccurate, yet dealt somewhat high damage. This made them unreliable in most cases, even at point-blank. To make their carbines perform more consistently, damage has been reduced while accuracy has been increased.
M1 Carbine damage from 10 to 8
M1 Carbine accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276
Jackson
We think the Jackson is slightly overperforming for its cost, but we also recognize it is the backbone of USF's late game anti-tank. Fuel cost has been slightly increased to better match its performance.
Fuel cost from 140 to 145
M8 Scott
The M8 Scott is having its rate of fire reduced as it dealt too much damage for the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities.
Auto-fire reload from 2.75/2.9 to 3.5/3.65
HE barrage recharge from 75 to 55
Smoke barrage recharge from 60 to 45
Pak Howitzer
Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter during auto-attack. To compensate, barrages will be more readily available.
Auto-fire scatter from 6 to 8.5
HE, HEAT, and WHite Phosphorous barrage recharge time from 60 to 50.
M21 Mortar Halftrack
The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time.
DOT Frequency tick rate from 0.2 to 0.5
M4 Sherman 105mm Dozer
Like many other call-ins, the M4 105mm Dozer now requires tech to be built. In return, its CP requirements have been reduced to reward those who tech.
Now requires Major tech
CP requirement from 10 to 6
M26 Pershing
With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage.
Now requires Major Dispatched to be deployed
CP requirement to 9 from 13.
Armour from 300 to 270
Health from 800 to 960
AOE distance from 0.75/1.5/2.25 to 0.25/1.25/3.25
AOE damage from 1/0.4/0.2 to 0.75/0.375/0.175
Veterancy 3 reload from -50% to -30%
HVAP shot from 90 to 50 Munitions
Time On Target
In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability.
Final 3 shells no longer scatter.
Rifle Company
We felt that Rifle Company was underused because it had some very mediocre abilities out-weighed the benefits of the good ones. Small changes to the doctrine have been made to make the commander a more attractive choice.
‘Fire Up!’ ability exhaustion debuff removed
Riflemen Flares have been merged with Flamethrower slot; ability is now called 'Advanced Infantry Equipment'
Riflemen Field Defenses added to the doctrine.
Riflemen Field Defenses
The speed of mines being planted by Riflemen is being increased to be quicker.
Riflemen M6 Mine max number of engineers from 2 to 4
Paratroopers / Paratroopers Support Squad
Paratroopers are receiving some minor changes to further solidify their performance. Some of their received accuracy from veterancy is being moved into their target size to improve their survivability when they first arrive. Demo charges will also destroy full health team weapons, allowing Paratroopers to deny them.
Paratrooper Timed Demolition Charges are now guaranteed to destroy abandoned team weapons
Target size from 1.0 to 0.95
Veterancy 3 Received Accuracy bonus from -29% to -25.3%
Ostheer
Leichte Mechanized Kompanie
Ostheer tech is more manpower demanding than other factions as the faction is required to tech up battlephases and then build its structures. The following change is designed to alleviate this and allow Ostheer to field Lieichte Mechanized Kompanie units sooner.
Manpower cost from 200 to 100
Pioneers
In order to give the Eastern Front factions repair times that are more in line with those of the Western Front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed.
Minesweeper upgrade now improves repair speed by 0.3 per model
Grenadiers
We think Grenadiers are well-priced for their combat performance, but with only 4 models and reliance on being stationary to deal damage, it made them very susceptible to artillery and AOE attacks. Their veterancy has been adjusted to allow late game Grenadiers to resist explosives better, while retaining their current survivability against small-arms.
Veterancy 3 -23% Received Accuracy replaced by -20% damage reduction
GrW 34 Mortar
The Counter Barrage ability is having its ranged increased to allow mortars to engage targets that would attack forward elements of the Ostheer line and not just the mortar itself.
Counter Barrage range from 80 to 100
Sd.Kfz. 222
The coaxial machine gun of the 222 is having its penetration values increased to match the OKW Sd.Kfz. 221/223.
Coaxial MG penetration from 1/1/1 to 1.3/1.2/1.1
Sd.Kfz. 251 Halftrack
We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence. Its new veteran ability will also allow the Half-Track to lay mines that can help blunt incoming attacks.
Sight range from 35 to 42
Flame Projectors upgrade reduces sight range back to 35
Infantry squads that are garrisoned inside the halftrack’s hold will heal 0.4 health per second. Healing is disabled when the halftrack is in combat.
Sight range multiplier from the Spotting Scope upgrade has been reduced to 1.667 when not upgraded with Flame Projectors.
Veterancy 1 Infantry Awareness replaced by Schu Mine. Allows the Half-track to plant a Schu Mine for 30 munitions. 10 second plant time.
Panzergrenadier and Stormtrooper G43s
G43s for Stormtroopers and Panzergrenadiers are being improved to improve their capabilities at longer ranges.
Panzergrenadier G43 cost from 25 to 50.
G43 Mid accuracy from 0.624 to 0.65.
G43 far accuracy from 0.564 to 0.61.
G43 Far cooldown from 1.5 to 1.
G43 Far aim time from 3 to 2.75.
Bunker MG 42 upgrade
The MG 42 upgrade’s sight range is being reduced to be slightly below its firing range as its role is to deny attacks into key areas or support a defensive line.
Bunker MG sight bonus from 25 to 5; total sight from 55 to 40
Tiger I
Along with the changes to heavy tanks, the Tiger is receive adjustments to its main gun. The Tiger is the most accurate of the heavy tanks against infantry with a high rate of fire, but lacks raw AOE power. Veterancy requirements have also been reduced to help the Tiger into later stages of the game.
CP requirement from 13 to 9; now requires Battlephase 3 researched to be deployed.
AOE distance from 1/1.75/2.625 to 0.25/1.5/3
AOE damage from 1/0.15/0.05 to 1/0.25/0.15
Scatter angle from 7.5 to 4.75.
Veterancy requirements from 3440/6880/13760 to 3090/6180/12360
StuG Ausf. E
The StuG E is being moved into tech like other call-in vehicles. In return, we have reduced the amount of CPs to compensate to encourage teching.
CP requirement from 7 to 5
Now requires Battlephase 2
Spotting scopes
An activiation delay has been added to spotting scopes as the immediate vision boost allowed vehicles to quickly get shots off on targets outside of their sight range almost immediately.
1.5 delay before sight range is increased
Supply Drop - Osttruppen Doctrine
The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company. CP timing has also been adjusted.
CP requirement from 4 to 3
Manpower cost from 450 to 400
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
CP requirement from 9 to 7; now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed.
Fuel cost from 125 to 100
Aura damage reduction modifier from 0.8 to 0.9, as previously intended.
Jaeger Command Squad
The CP timing of this unit has been adjusted to better match the power of other units arriving at this time.
CP requirement from 3 to 2
Target Weak Point Ability
In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity.
StuG III ausf. E. and and StuG III ausf G “Target Weak Point” renamed to “HEAT Shell’’
Adjustments have been made to the mortar half-tracks abilities to improve its ability at area denial and countering hostile indirect-fire.
Incendiary Barrage now matches those fired by the LeIG. Fires 4 rounds over the target area
Incendiary Barrage cost from 45 to 35
Counter Barrage range from 80 to 100
Soviets
Support Weapon Kampaneya
The cost of the structure has been reduced to improve its pick rate over the Special Rifle Command as a starting building, and make back-teching for team weapons slightly cheaper.
Fuel cost from 20 to 15
Conscripts Mobilize Reserves - 7th man upgrade
Due to popular sentiment on this upgrade arriving too late, we are allowing players the option to invest in their Conscripts sooner at the cost of additional resources. If players do not want to invest in Conscripts heavily or are looking to rush into medium tanks with Conscript support, Mechanized Armor Kampaneya unlocks the upgrade as normal.
Can be purchased once Tankoviy Battalion Command is deployed for 100 manpower and 20 fuel; requires Molotov and AT Grenade tech to be researched.
Automatically grants for free if Mechanized Armor Kampaneya is built
Maxim
The Maxim is having its performance improved against groups of massed infantry, while retaining its current performance against individual squads. These changes will allow a Maxim to suppress multiple squads faster and in a larger radius.
Nearby suppression radius from 13 to 15
Nearby suppression multiplier from 1 to 1.1
Combat Engineers
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed. Furthermore, Combat Engineers are having their Mosin Nagants match those of Conscripts to improve their reliability in combat.
Damage from 16 to 12
Accuracy from 0.518/0.449/0.334 to 0.757/0.660/0.557
Minesweeper upgrade now improves repair speed by 0.3 per model
Airborne Guards
We are reducing the drop-rate on the DP-28 due to how quickly they can drop their weapons when the squad losses members.
Airbourne DP-28 drop rate from 0.33 to 0.1
ZiS-3 and SU-76 76mm HE Barrage
The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead.
HE Barrage AOE damage from 1/0.15/0.125 to 1/0.375/0.125
HE Barrage AOE distance from 1.5/3/4.5 to 0/3/5
Guards Rifle ‘Hit The Dirt!’ Ability
Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects.
Guards ‘Hit The Dirt!’ ability renamed to ‘Firing Positions’
Conscript Assault Package
Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier to match other weapon upgrades.
CP requirement from 3 to 2
Shocktroopers
The grenade cooldown on Shocktroopers is being increased to reduce how quickly the unit can use its abilities during combat. This was particularly noticeable with their veterancy 1 bonus that improves their grenade cooldowns.
Frag and Smoke cooldown from 20 to 28
Assault Guards
Due to popular demand, we are giving Assault Guards Thompson SMGs. These changes in performance will better reflect the cost and timing of the Half-Track Assault Group.
Comes equipped with 3 Thompson submachine guns in addition to their SVTs
PPSh-41s removed
Partisan Troops
Partisan units have received several changes to solidify their role as infiltration, harrasment, and ambush infantry.
Sight from 35 to 42
Capture/Decapture rate from 1 to 1.25.
+50% first-strike accuracy modifier at veterancy 2 when attacking from stealth.
Veterancy 1 now gives a Concussive Trap ability that can be planted on captured territory points. 10 munitions. Temporarily stuns an enemy squad that enters the capture circle. Trap takes 10 seconds to plant.
Partisan Tank Hunters
Reinforcement cost and timing reduced to match those of anti-infantry Partisans.
Partisans reinforce cost from 33 to 26.
AT Partisan reinforce time from 7 to 5.
Affected by Partisan changes above.
KV-1
The KV-1 has received changes to make it better suited as a defensive tank at later levels of veterancy, and threaten infantry that attempt to bypass the tank.
Added Hulldown mode for veterancy 1
Hulldown grants -15% reload time, and -20% received damage
Increased performance on the hull and coaxial machine guns to match those of the T-34/76
IS-2
Along with the heavy tank changes, the IS-2's gun has been altered to have the largest AOE out of all heavy tanks, but is the least accurate and slowest to fire. Furthermore, veterancy 1 has been changed to improve its role at smashing team weapons and groups of infantry. CP requirement is higher than the Tiger due to its heavier armor.
CP requirement to 10. Now requires Mechanized Armor Kampenya to be deployed.
Deals a mini-stun critical to vehicles on hit or deflection.
KV-2
Like all heavy tanks, the KV-2 has been adjusted to require teching in exchange for lower CP requirements.
CP requirement to 10 CP. Now requires Mechanized Armor Kampenya.
Defensive Tactics
To improve the viability of this commander, two of the commander's abilities are being merged to make room for Anti-Tank Overwatch. This will give the commander improved performance in the late game.
Tank Traps and PMD Mines abilities have been merged
Anti-Tank Overwatch ability added
Bug-Fixes
Fixed an issue where the M4C and M4A3 76mm moving scatter did not match those of other Sherman variants
Fixed an issue where 'See the World, They Said!' bulletin did not properly reduce weapon cooldown
Fixed an issue where Panzerfusilier single Panzerschrecks was available for purchase when G43s were being upgrade
Fixed an issue where the Pack Howitzer barrage dealt less damage to units in light cover over auto-fire
Fixed an issue where the 250 Half-Tracks did not have Hand-Brake commands or obeyed them
Fixed an issue where the Hetzer did not have the Hold-Fire command
Fixed an issue where the Ostheer Puma dealt less damage than the OKW Puma at veterancy 3
Fixed an issue where the Ostheer Puma movement stats did not match the OKW Puma
Fixed an issue where the Assault Grenadier deployment ability did not start its recharge until a commander was chosen like other call-in abilities.
Fixed an issue where UKF players could not use the Command Vehicle ability if the command vehicle was abandoned
Fixed an issue where the 251 gained a sight bonus when in 'Observation Mode'
Fixed an issue where OKW Flare Traps generated negative cover; finally
Fixed an issue where certain demo charges created heavy cover
Fixed an issue where skins did not apply to the USF M10
Fixed an issue where Forward Assembly Repair Sappers respawned instantly
Fixed an issue where Panzergrenadiers could get stuck during their 'Mark Target' ability when used on retreating units
Fixed an issue where Volksgrenadier healing was enabled at veterancy 4 rather than veterancy 5
Fixed an issue where the Wehrmacht Mortar used in the incorrect weapon during counter barrage
UI Fixes and adjustments
Changes since 1.3
Jagdtiger
Decrease Health from 1280 to 1120
Decrease Range from 80 to 70 (as ele)
Increase Accuracy small higher than ele
Decrease Armor from 525 to 450 (more than ele)
Decrease fuelcost to 260
Decrease popcap from 23 to 22
Increase Gun traverse / horizontal speed from 6 to 12 (less than ele)
Increase Accel from 0.5 to 1.2 (less than ele)
Increase Rotation from 12 to 16 (same as Elefant, but Ele has -15/15 gun traverse while JT only has -8/8)
Decrease Aoe from 3.008 to 0.294 (as Ele)
Increase Hull MG to the lv from Ele
Replace vet 5 ( it does nothing, because there is no stun anymore)
Piercing Shell Cost from 90 to 70
Accuracy to 0.06/0.05/0.035
Pershing
In order to maintian the Perhings role as the most lethal anti infantry havy tank, we have added the following change to it's near AOE.
Near AOE from 0 to 0.25
Mobilize Reserves
Now unlocks after tier 4, while remaining an option for earlier purchase.
TOURNEY MAP UPDATE AND BALANCE TUNING UPDATE - OCT 8TH 2019
Tourney Maps
The following maps have been improved for the 1v1 World Championship 2019 tourney. Originally, these maps were supposed to be included as part of large and exciting community mapping update coming later this month. A big thanks to all involved in getting these maps ready for the tourney!
Nexus – Major rework by Whiteflash with input from A_E to make this map ready for tournament level play.
Langreskaya – Major rework by Wuff with input from Sturmpanther to improve this map for tournament level play.
Kholodny Ferma Summer – Rework by Whiteflash and Sturmpanther to improve this map for tournament level play.
Faymonville Approach – Major rework by Rosbone and Sturmpanther with input from A_E to improve this map for tournament level play.
BALANCE
OKW
Sturm Offizer
Decreased target size from 0.91 o 0.8
In turn, reduced Vet 4 received accuracy bonus from 29% to 20%
Flak HT
Suppression increased from 0.15 to 0.2
USF
The following changes have been made to moderately reduce USF's overly manpower efficient early game, while allowing for slightly faster officer deployment, but with a small delay to M20 and Stuart timings.
Lieutenant and Captain
Both officers now cost 250 MP. Previously cost 200 MP.
Build time reduced from 70 seconds to 55 seconds
Platoon Command Post Upgrade
Research time from 25 to 45 seconds
Company Command Post Upgrade
Research time from 25 to 35 seconds (intentionally 10 seconds less than platoon, as AAHT timing is not problematic).
M20 Utility Car
The M20 has repeatedly been reported as a problem unit by top players, particularly in 1v1. The Bazooka has been removed, as it was seen to make the m20 too difficult to counter, given it already has mines, high speed, smoke, and potential Lieutenant bazooka support in its favour.
Build time increased by 10 seconds (M20 will now arrive 20 seconds slower when taking the above tech changes into account)
Crew no longer has a bazooka.
Pershing
Vet requirements increased from 2720/5440/10880 to 3090/6180/12360 (same as Tiger Tank)
Riflemen Mines
Riflemen mines are now only planted by three of the five squad members, making them plant 25% slower.
50 Cal Machine Gun
Added 10 seconds to build time as compensation for a quicker lieutenant tier.
BRITISH
Tommys
Cost from 280 to 270
Vet 3 accuracy bonus increased from 20% to 25%
Comet
Fuel cost reduced from 185 to 175
Hull MG accuracy increased to 0.7/0.55/0.35/from 0.6/0.45/0.25/
Hull MG burst duration increased to 1.5/1 from 1/0.75 seconds
Hull MG damage increased from 4 to 5
Infiltration Commandos
Call in price reduced from 380 to 320
Bofors
Rotation speed increased from 60 to 80 degrees per second
BUGS
m5 Halftrack (all variants) now have 14 hold spaces
Mobilize reserves now costs 20 fuel as intended. Was previously 25
Fixed OKW thorough salvage
Stormtrooper Panzershreck reduced to 60 muni as intended. Was previously 75.
3v3 and 4v4 – Whiteball Express – Created by Rosbone, Sturmpanther, and Sander93
4v4 – Road to Arnhem – Created by Rosbone, Sturmpanther, and Sander93
MAPS REMOVED FROM AUTOMACHPOOL
1vs1
Westwall
2vs2
Ponary Forest
Bialystok Market
MAP REWORKS
1v1
Nexus – Major rework by Whiteflash with input from A_E to make this map ready for tournament level play (Already updated in recent mini patch)
Langreskaya – Major rework by Wuff with input from Sturmpanther to improve this map for tournament level play (Already updated in recent mini patch)
Kholodny Ferma Summer – Rework by Whiteflash and Sturmpanther to improve this map for tournament level play (Already updated in recent mini patch)
Faymonville Approach – Major rework by Rosbone and Sturmpanther with input from A_E to improve this map for tournament level play (Already updated in recent mini patch)
Angoville – Major rework by Rosbone and Sturmpanther
Crossing in the Woods – Rework by Rosbone and Sturmpanther
Arnhem Checkpoint – Major rework by Rosbone and Sturmpanther
2v2
Fields of Winnekendonk – Rework by Siphon X.
Eindhoven Country – Rework by Rosbone and Sturmpanther
Alliance of Defiance – Rework by Whiteflash
Crossing in the Woods – Rework by Rosbone and Sturmpanther
3v3
Across the Rhein – Rework by Rosbone and Sturmpanther
Angermunde – Rework by Rosbone and Sturmpanther
Essen Steelwork – Major rework by Rosbone and Sturmpanther
Ettelbruck Station – Major rework by Rosbone and Sturmpanther
Fields of Winnekendonk – Rework by Siphon X.
General Mud – Major rework by Rosbone and Sturmpanther (dedicated 3v3 version created)
Hill 400 – Rework by Rosbone and Sturmpanther (dedicated 3v3 version created)
Lienne Forest – Major rework by Rosbone and Sturmpanther
Oka River – Major rework by Rosbone and Sturmpanther
Port of Hamburg – Major rework by Rosbone and Sturmpanther
Rhzev Winter – Rework by Rosone and Sturmpanther
Redball Express – Major rework by Rosbone and Sturmpanther
Steppes – Rework by Rosbone and Sturmpanther
4v4
City 17 – Rework by Rosbone and Sturmpanther
Essen Steelworks – Major rework by Rosbone and Sturmpanther (same version as 3v3)
General Mud – Major rework by Rosbone and Sturmpanther
Hill 400 – Rework by Rosbone and Sturmpanther
Lazeranth Ambush – Major rework by Rosbone and Sturmpanther
Lienne Forest – Major rework by Rosbone and Sturmpanther (same version as 3v3)
Lorch Assault – Rework by Rosbone and Sturmpanther
Port of Hamburg – Major rework by Rosbone and Sturmpanther
Redball Express – Rework by Rosbone and Sturmpanther (same as 3v3 version)
Steppe – Rework by Rosbone and Sturmpanther (Same as 3v3 version)
Dec 4th - Christmas (Sort of) Mini Community Map Update
Snow is falling... all around us.... Soviets slayyying.... having fun! Tis the season.... war and much comandinnnng, merry Christmas... everyone!
Awesome community members strike again! This time, map maestro MononlithicBacon brings us a brand new winter (AKA Christmas) 4v4 Map called Nordwind, for all to enjoy!
Not only that, but intrepid mappers Rosbone and Sturmpanther have been busy bug fixing and balancing various maps from the November update. You can see the full list of changes below.
MonolithicBacon's new map has been specifically designed with no deep snow, and limited snow FX, so that performance will be much better for all players compared to other winter maps.
Here are a couple of screenshots to whet your appetites.
CHANGELIST
New Map
Nordwind - 4v4 Map by MonolithicBacon. Credit to Sturmpanther, Sander93, and Redt3rror for their input throughout the process.
Map fixes and Balancing (By Rosbone and Sturmpanther)
1v1
Arnheim Checkpoint - Updated to correct version.
Crossing in the Woods - Balance changes and correct minimaps restored
Novogrod Outskirsts - Fixed winter skins for units
2v2
Crossing in the Woods - Balance changes and correct minimaps restored
Fields of Winnekendonk - Bug fixed, returns to automatch
3v3
Angermude - Small bugfix
General Mud - Updated so that 3v3 version has fixed spawns
Fields of Winnekendonk - Bug fixed, returns to automatch
Comments
Hotfix Patch #2 - December 21st 2018
Ardennes Assault
-Fixed an issue with Ardennes Assault, in which light vehicles could not be built from their tiers.
Balance Issues
OKW Sector Assault
-Adjusted sector assault to drop less bombs in a shorter time window.
SOVIET AT Overwatch
-Shell damage reduced to 60, previously was 120
-Added 3-second delay between smoke and first shell
-Added Penetration value of 260 to shells, so that heavy vehicles can bounce some shells.
-Deflection damage of 30 added to shells
Bugs
-Fixed issue with USF 76mm Sherman smoke launchers not working
-Made some adjustments to WC51 and Faust interaction to try and resolve Faust miss bug.
-Fixed issue with Soviet KV-2 prioritize vehicle not working properly
-Fixed issue with Wehrmacht field defenses, and certain items not being buildable
-Fixed an issue with cav rifles displaying as 3cp call in units in the menu ui
Balance and Bugfix Patch – Feb 7th 2019
OKW
Jaeger Light Infantry
Sturmtiger
221
Sector Assault
USF
IR Pathfinders
Combat Group Air Drop
Greyhound
Assault Engineers
Officer Veterancy
British
Valentine
Tactical Support Weapons Drop
Soviets
KV8
Shock Troops
Bug fixes
Mini Patch - Feb 15th 2019
USF
IR Pathfinders
These changes will stop USF players being able to field two IRPF squads before LT/ CPT teching, unless they are willing to delay their tech for it. Cost of unit standardized with regular Pathfinders because of their high combat and utility power.
Airdropped Combat Group
However, this ability was synergizing too well with the new 4CP Greyhound, allowing for an aggressive lieutenant opening, followed by an extremely cost efficient AT gun to support the Greyhound, without having to tech CPT. In light of this, the following change has been made.
This will force USF players to tech CPT should they want AT Gun support for their Greyhound. Players will have to forgo an aggressive LT opening, or delay the rate at which they can produce multiple Greyhounds if deploying both officers. This should allow for a more balanced dynamic between the Greyhound and Axis Light Vehicles / counters.
Pack Howitzer
This change was made in order to let the Pack Howitzer retain its strong offensive capabilities, while reducing its survivability a bit so it becomes easier for Axis to counter it.
OKW
Jaeger Light Infantry
Sector Assault
This ability has received changes to make it perform more consistently and predictably, while removing its ability to obliterate entire armies in some instances.
Sturmtiger
Bugfixing
Note
Minor UI icon and localization text updates will be deployed in the next major patch.
Bugfix - March 25th 2019
Map Update - May 5th 2019
Fixes and updates to maps introduced in the April Map Update.
NEW COMMANDER UPDATE - JUNE 14TH 2019
USF - Urban Assault
Urban Assault Kit
Support abilities for infantry fighting in Urban Environments.
Rear Echelon Rifle Grenades
This ability has been introduced as an interesting alternative to flamethrowers while serving a similar role of anti garrison/ cover positions.
Rifleman Incendiary Grenades
M4A3 Assault Package
Unlocks Dozer Blade Upgrade and White Phosphorous shells ability to Sherman Tanks.
The dozer blade will now increase armor to be in-line with tanks such as the Sherman 105.
Cover to Cover
New ability
Rangers
Rangers are being more accessible, while their defensive stats are being adjusted to match all other infantry. Previously, they were the only ones to take less damage from all sources.
Calliope
The Calliope is being adjusted to provide more reliable damage to units within the target area.
USF - General Faction Changes
WC 51 Dodge and M3
Pathfinders
Rear Echelon Troops
Volley-fire is having its received accuracy penalty reduced to increase its viability in combat.
*Received accuracy penalty reduced from 1.4 to 1.15.
British - Lend Lease Assault
Assault Sections
81mm Mortar Team
M5 Half-Track
Vehicle Crew Repair
*Same ability found in Mobile Assault, Vanguard Operations and Royal Engineers. Costs 40 munitions.
M10 Achillies I
UKF general faction changes
6 Pounder
With the addition of Anti-Tank Grenades on Royal Engineers, the 6-pounder no longer requires an artificial accuracy boost against light armor.
Universal Carrier
We have increased the price of the Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions. Armor has also been decreased to make it easier to ward off early game with small-arms.
Infantry Section
Minimum range has been added to match other grenade abilities.
Soviet - Airborne
Weapon Crate Drop
DsHK Paradrop
DsHK Changes
Airborne Rally Point
Airborne Guards
Upgrade route 1 - DP28s
Upgrade Route 2 - PPSH
IL-2 Rocket Strafe
Soviets - General faction changes
Conscripts
To improve the performance of Conscripts, while retaining their role as utility infantry that excel at defense and supporting other units, we have added an upgrade to help them scale into the late game. The extra man and reduced reinforce cost will allow them to more effectively trade against opposing infantry while the veterancy bonus will allow fresh Conscript squads to gain veterancy.
Improved Damage Per Second (DPS) with upgrade:
Conscript Rifle: 3.61/2.6/1.98/1.346/1.0
Conscript Rifle in Cover: 3.91/2.87/2.21/1.54/1.22
At range: 0/10/20/30/35
Conscript AT Grenade Package
Due to Conscripts requiring expensive side-tech to fufill one of their primary roles as a utility unit, we are reducing the fuel cost of AT Grenades.
M1910 Maxim
The following change is intended to allow the Maxim to better suppress massed infantry when the player is spotting for veteran Maxims using the Sustained Fire ability prior to engagments.
M-42 Anti-Tank Gun
The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M-42 ATGs. Cost is also being increased to better match its performance.
M5 Half-Track
The M5 is receiving number of changes to improve its role as a support vehicle when upgraded.
SU-76
The SU-76 is receiving a number of slight changes to improve its role against light and medium vehicles with only a slight reduction against heavy tanks.
M5 Assault Half-Track
Wehrmacht - Strategic Reserves
Assault Grenadiers
Assault Grenadiers are receiving a small number of changes to help them close the distance and increase their scaling in the late game.
MP40 Changes
MP 40s are having their mid-range power increased to match SMGs like the M3 Grease gun used by Assault Engineers. This change also affects Assault Officer and Volksgrenadier MP 40s, but not other MP40 variants.
Mobile Observation Post
Breakthrough Equipment
Panzer IV J
The Panzer IV J has more frontal armor by default, is slightly better versus infantry and has more veterancy bonuses compared to Ostheer's regular Panzer IV (H).
Tiger Ace
The Tiger Ace has undergone a rework with the intention to make the unit less frustrating to encounter and be less crippling to the player that keeps their Tiger Ace alive. Changes to its requirements are meant to make the unit rewarding for those who tech-up rather than as an emergency call-in.
Tiger Ace
Wehrmacht - General faction changes
A number of changes have been made to a small group of underused Ostheer units to increase their viability and increase composition diversity. More details can be found below.
Ostwind
We’ve made some significant improvements to the Ostwind to improve its viability over the Panzer IV which was generally chosen as the first tank for Ostheer thanks to its ability to fight both infantry and medium tanks. Its ability to destroy infantry and aircraft at a lower cost compared to the Panzer IV will allow it to find a place against certain builds.
StuG III G
The StuG III is being given increased mobility and a reduced target size to improve its survivability on the field against AT-based units due to its lack of turret and range when compared to other tank destroyers.
Panzergrenadiers
Panzergrenadiers are having their timing changed to allow them to gain veterancy sooner and increase diversity in Wehrmacht unit compositions before further changes are made to their performance. Adjustments to veterancy should also allow the unit smoother scaling as the unit levels up throughout the course of the game.
We also want to emphasize their role as mechanized infantry, despite removing them from the Leichte Mechanized Kompanie. As such, we have added the Infantry Doctrine Combined Arms passive as a stock veterancy 1 ability.
250 Mechanized Grenadier Group
250 Panzergrenadier Group
OKW - Grand Offensive
Panzerfusilliers
The way Panzerfusiliers are deployed has been changed to better match their role as an alternative mainline infantry to Volksgrenadiers. They will be slightly weaker than Volksgrenadiers at the start but have access to the Anti-Tank Rifle Grenades, slightly better combat veterancy, and more powerful upgrades, giving them increased power in the late game. This should make for interesting choices and compositions.
Upgrade route 1 - Panzershrecks
Upgrade route 2 - Recon Package (G43s)
Infrared STG 44 package
Stuka Smoke Drop
Panzer Commander
Panzer VI "Command Tiger"
OKW General Faction Changes
Kubelwagen
The Kubelwagen is receiving mobility and veterancy changes to allow it to escape from other light vehicles such as the M3 and gain veterancy without needing to be on the front-line where its light armor and low health are a liability.
le.IG 18
We have reduced the significant veterancy requirements on the le.IG to match its current performance.
Veterancy requirements from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825
General Game Changes
"Ghost Sandbagging" is now no longer possible. A variety of buildable objects, such as sandbags and barbed wire, are now passable by infantry until the item is fully constructed. Light vehicles will now either pass through or destroy objects that are not fully constructed. Credit to Janne252 for implementing this fix.
Booby traps of all varieties can now be placed on VPs (the one exception being the Soviet Scorched Earth boobytraps as those disable capping for some time).
All vehicles from which units can fire from the hold have had their moving accuracy reduced to 0.4. Was previously 0.5.
HOTFIX - JUNE 19TH 2019
This hotfix aims to address the more problematic bugs introduced in the New Commander Update. Future updates will address more minor issues, and balance items.
Fixed issue where IL-2 AT Rocket Strafe was inflicting less damage than originally intended.
Fixed issue where P47 Rocket Strafe was doing excessive damage.
Fixed issue where the 251 Observation Post would act as a forward retreat point when activated
Fixed issue where the T70 would become camouflaged in recon mode
Tommy Mills Bombs now have a minimum range as intended
Fixed issue where USF soldiers would not fire from fighting pits
Fixed issue where Bunkers and Fighting Pits were passable by all unit types
Trenches should again be available for all units
MINI PATCH - JULY 5th
Single Player - Ardennes Assault
Balance
OSTHEER
Tiger Ace
Spearhead moved to Veterancy 2
Now requires 11 CP in addition to Heavy Panzer Korps
Ostwind
Assault Grenadiers
OKW
Tiger
UKF
USF
Rear Echelon Grenade Launcher
Sherman WP Rounds
Assault Engineers
BUGFIXING
MINI PATCH - JULY 18th
Balance
SEPTEMBER 2019 BALANCE UPDATE
This update is now live! Major thanks to the wider community for their continued interest in this great game. We're both grateful and impressed with the continued passion this community has for the franchise. If you have playtested or given forum feedback it has helped shape this update, and is very much appreciated.
A major shout out goes out to the community balance and mod team. Miragefla, Sander93, Jae4Jett, Tightrope, Sturmpanther, Momo4sho, with modder support from Janne252, Nachocheese and Planetsmasher.
Many of these chaps have invested a serious amount of their own time in this update. Whether it be building mods, taking part in detailed design discussions, testing builds, or scouring forums for feedback and sentiment. Without them, this update simply would not be possible.
This is the third major update this group have delivered inside of a year, and on behalf of Relic and the community, a massive thanks goes out to them.
Additional thanks to Osinyagov, SneakEye and Kasarov for UI support this udpate.
If you have been following the mod process, you can scroll to the bottom of this post to view the changes added since mod 1.3.
All changes are reflected in the main post.
Game Wide Changes for all Factions
Heavy Tank Call-In Changes for all Factions
We felt the strategy of stalling for a heavy tank call-in without teching stagnated gameplay and was too punishing for players who did tech. In addition we felt that certain heavy tanks came too late in team games. The following changes have been made to all other heavy tanks:
Medics
In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well.
Howitizers
OKW
Teching & Faction changes
We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to reduce their early game power in exchange for a stronger mid-game. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve:
Starting resources
Starting manpower has been reduced to tone down the rate at which OKW is able to produce squads from the start.
To counteract the lower rate at which they will now be able to cap the map, starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to make up for the manpower changes.
Schwerer Panzer Headquarters
The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.
General unit & abilities changes
Volksgrenadiers
Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.
Sturmpioneers
While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.
MG 34 HMG
The MG 34 performs well in its role as a suppression platform, but its lower damage compared to other HMGs makes it difficult to gain veterancy. Requirements have been lowered to compensate.
Kubelwagen
Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments that reduces the time required to be repaired.
Raketenwerfer 43
Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to function more like a standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1.
Sd.Kfz. 251/17 Flak Half-Track
The Sdkfz. 251/17 is gaining slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters.
Tiger II
Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage dealt, while reducing the radius where it can kill full health models. Furthermore, to help define its unique role, the Spearhead ability has been moved to veterancy 1.
Opel Blitz
The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced with boosts to mobility. It will also provide a healing aura to infantry to further its role as a forward reinforcement platform.
Le.IG 18 ISG Incendiary Barrage
The Incendiary Barrage was underperforming for its cost due to its lack of damage, low accuracy and slow rate of fire. The following changes have been implemented to correct these issues:
Flammpanzer 38t ‘Hetzer’
We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.
Overwatch Flares
This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares must now be placed on points manually. In return, the ability can be used on territory points captured by allied players.
Radio Silence
In order to give this ability more tangible during an assault, the ability now lets infantry move at a slightly higher speed. Ability cost has been increased accordingly.
Command Panther
The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to match standard recon units. To compensate for this loss in scouting power and tech requirements, cost has been decreased.
Infiltration Grenades
We feel that the price of Infiltration Grenades was too low for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.
Sturmtiger
Fallschirmjäger
Fallschirmjäger have not been very popular due to their high cost, timing and being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.
Panzerfusiliers
To better reflect their performance and the changes to OKW's starting manpower, we have reduced the unit's manpower and upgrade costs slightly.
Sector Assault
The anti-infantry airplanes of the Sector Assault ability were too effective due to their ability to instantly pin multiple infantry squads in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress multiple infantry squads in a wide area. Squads should no longer get pinned on the first pass.
Assault Artillery
Due to the way Assault Artillery functioned which restricted the barrage to 35m radius around a capture point, the ability often did minimal damage in larger sectors. The ability has been reworked to function as conventional off-map artillery.
Sturm Offizier
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
Veterancy:
Command Tiger I
The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I.
Thorough Salvage
The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.
Jagdtiger
Adjustments have been made to the Jagdtiger mobility to make this unit more responsive on the battlefield. In exchange, some of it combat stats are being reduced to make it a heavier Elefant that can support an attack with HE rounds. The unit has also been adjusted to require tech.
UKF
Infantry Sections
With the introduction of anti-tank grenades on Royal Engineers, Infantry Sections have been identified to be slightly overperforming.
Infantry Section Lee Enfield damage is being adjusted to maintain its current DPS, while reducing their chance to burst down models in a single volley. Previously, Lee Enfield damage, combined with five man squads, allowed the Infantry Section to quickly kill off infantry models which led to them winning most infantry battles.
The low target size of Infantry Sections also made them difficult to kill with damage and manpower bleed being negated thanks to their medical kits. To address this issue, Infantry Section target size is being increased when the unit is out of cover. This change will make the unit more vulnerable when in the open which should also reduce the power of Tommy blobs.
Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1.
Vickers
In order to counteract the slightly reduced performance of Infantry Sections and improve UKF build diversity, the Vickers HMG suppression has been increased.
Sniper
The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use. Rate of fire between shots remains slower than other snipers as intended.
Comet
The Comet underperforms in its role as a premium late game tank due to lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below.
Cromwell
We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and survivability.
Sherman Firefly
We believe that the Firefly performs well as a tank destroyer, but is slightly too expensive for its low rate of fire and mediocre mobility.
Churchill Mk.VII
Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made:
Emplacements
All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. This should allow British players to deploy emplacements in locations as needed without them eventually becoming a liability.
Churchill Crocodile / Churchill AVRE
Advanced Emplacements Regiment
Bofors
The following changes are designed to give the Bofors less alpha strike damage versus light vehicles, while remaining very effective at stopping infantry assaults.
USF
Riflemen
Riflemen are solid infantry that scale well, but we would like to put more emphasis on their mid-to-short range capabilities versus those of the long-range focused Axis squads. Their near range has been increased to slightly improve their performance between 3 - 16m.
Chart amended from https://coh2db.com/stats/
Riflemen Flares
The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.
Rear Echelon Troops
Previously, Rear Echelon carbines were far too inaccurate, yet dealt somewhat high damage. This made them unreliable in most cases, even at point-blank. To make their carbines perform more consistently, damage has been reduced while accuracy has been increased.
Jackson
We think the Jackson is slightly overperforming for its cost, but we also recognize it is the backbone of USF's late game anti-tank. Fuel cost has been slightly increased to better match its performance.
M8 Scott
The M8 Scott is having its rate of fire reduced as it dealt too much damage for the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities.
Pak Howitzer
Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter during auto-attack. To compensate, barrages will be more readily available.
M21 Mortar Halftrack
The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time.
M4 Sherman 105mm Dozer
Like many other call-ins, the M4 105mm Dozer now requires tech to be built. In return, its CP requirements have been reduced to reward those who tech.
M26 Pershing
With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage.
Time On Target
In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability.
Rifle Company
We felt that Rifle Company was underused because it had some very mediocre abilities out-weighed the benefits of the good ones. Small changes to the doctrine have been made to make the commander a more attractive choice.
Riflemen Field Defenses
The speed of mines being planted by Riflemen is being increased to be quicker.
Paratroopers / Paratroopers Support Squad
Paratroopers are receiving some minor changes to further solidify their performance. Some of their received accuracy from veterancy is being moved into their target size to improve their survivability when they first arrive. Demo charges will also destroy full health team weapons, allowing Paratroopers to deny them.
Ostheer
Leichte Mechanized Kompanie
Ostheer tech is more manpower demanding than other factions as the faction is required to tech up battlephases and then build its structures. The following change is designed to alleviate this and allow Ostheer to field Lieichte Mechanized Kompanie units sooner.
Pioneers
In order to give the Eastern Front factions repair times that are more in line with those of the Western Front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed.
Grenadiers
We think Grenadiers are well-priced for their combat performance, but with only 4 models and reliance on being stationary to deal damage, it made them very susceptible to artillery and AOE attacks. Their veterancy has been adjusted to allow late game Grenadiers to resist explosives better, while retaining their current survivability against small-arms.
GrW 34 Mortar
The Counter Barrage ability is having its ranged increased to allow mortars to engage targets that would attack forward elements of the Ostheer line and not just the mortar itself.
Sd.Kfz. 222
The coaxial machine gun of the 222 is having its penetration values increased to match the OKW Sd.Kfz. 221/223.
Sd.Kfz. 251 Halftrack
We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence. Its new veteran ability will also allow the Half-Track to lay mines that can help blunt incoming attacks.
Panzergrenadier and Stormtrooper G43s
G43s for Stormtroopers and Panzergrenadiers are being improved to improve their capabilities at longer ranges.
Bunker MG 42 upgrade
The MG 42 upgrade’s sight range is being reduced to be slightly below its firing range as its role is to deny attacks into key areas or support a defensive line.
Tiger I
Along with the changes to heavy tanks, the Tiger is receive adjustments to its main gun. The Tiger is the most accurate of the heavy tanks against infantry with a high rate of fire, but lacks raw AOE power. Veterancy requirements have also been reduced to help the Tiger into later stages of the game.
StuG Ausf. E
The StuG E is being moved into tech like other call-in vehicles. In return, we have reduced the amount of CPs to compensate to encourage teching.
Spotting scopes
An activiation delay has been added to spotting scopes as the immediate vision boost allowed vehicles to quickly get shots off on targets outside of their sight range almost immediately.
Supply Drop - Osttruppen Doctrine
The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company. CP timing has also been adjusted.
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
Jaeger Command Squad
The CP timing of this unit has been adjusted to better match the power of other units arriving at this time.
Target Weak Point Ability
In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity.
Sdf.Kfz 250 Mortart Half-Track
Adjustments have been made to the mortar half-tracks abilities to improve its ability at area denial and countering hostile indirect-fire.
Soviets
Support Weapon Kampaneya
The cost of the structure has been reduced to improve its pick rate over the Special Rifle Command as a starting building, and make back-teching for team weapons slightly cheaper.
Conscripts Mobilize Reserves - 7th man upgrade
Due to popular sentiment on this upgrade arriving too late, we are allowing players the option to invest in their Conscripts sooner at the cost of additional resources. If players do not want to invest in Conscripts heavily or are looking to rush into medium tanks with Conscript support, Mechanized Armor Kampaneya unlocks the upgrade as normal.
Maxim
The Maxim is having its performance improved against groups of massed infantry, while retaining its current performance against individual squads. These changes will allow a Maxim to suppress multiple squads faster and in a larger radius.
Combat Engineers
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed. Furthermore, Combat Engineers are having their Mosin Nagants match those of Conscripts to improve their reliability in combat.
Airborne Guards
We are reducing the drop-rate on the DP-28 due to how quickly they can drop their weapons when the squad losses members.
ZiS-3 and SU-76 76mm HE Barrage
The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead.
Guards Rifle ‘Hit The Dirt!’ Ability
Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects.
Conscript Assault Package
Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier to match other weapon upgrades.
Shocktroopers
The grenade cooldown on Shocktroopers is being increased to reduce how quickly the unit can use its abilities during combat. This was particularly noticeable with their veterancy 1 bonus that improves their grenade cooldowns.
Assault Guards
Due to popular demand, we are giving Assault Guards Thompson SMGs. These changes in performance will better reflect the cost and timing of the Half-Track Assault Group.
Partisan Troops
Partisan units have received several changes to solidify their role as infiltration, harrasment, and ambush infantry.
Partisan Tank Hunters
Reinforcement cost and timing reduced to match those of anti-infantry Partisans.
KV-1
The KV-1 has received changes to make it better suited as a defensive tank at later levels of veterancy, and threaten infantry that attempt to bypass the tank.
IS-2
Along with the heavy tank changes, the IS-2's gun has been altered to have the largest AOE out of all heavy tanks, but is the least accurate and slowest to fire. Furthermore, veterancy 1 has been changed to improve its role at smashing team weapons and groups of infantry. CP requirement is higher than the Tiger due to its heavier armor.
KV-2
Like all heavy tanks, the KV-2 has been adjusted to require teching in exchange for lower CP requirements.
Defensive Tactics
To improve the viability of this commander, two of the commander's abilities are being merged to make room for Anti-Tank Overwatch. This will give the commander improved performance in the late game.
Bug-Fixes
Changes since 1.3
Jagdtiger
Pershing
In order to maintian the Perhings role as the most lethal anti infantry havy tank, we have added the following change to it's near AOE.
Mobilize Reserves
HOTFIX PATCH - SEPT 11TH 2019
Note - future balance tuning will happen in a later mini patch once the community has had time to adapt and objectively assess the live changes.
This hotfix is for problem bugs only.
Bugfixing
HOTFIX PATCH - SEPT 24TH 2019
HOTFIX PATCH - SEPT 25TH 2019
Balance
Fallschirmjaeger
Valiant Assault
Bugs
TOURNEY MAP UPDATE AND BALANCE TUNING UPDATE - OCT 8TH 2019
Tourney Maps
The following maps have been improved for the 1v1 World Championship 2019 tourney. Originally, these maps were supposed to be included as part of large and exciting community mapping update coming later this month. A big thanks to all involved in getting these maps ready for the tourney!
BALANCE
OKW
Sturm Offizer
Flak HT
USF
The following changes have been made to moderately reduce USF's overly manpower efficient early game, while allowing for slightly faster officer deployment, but with a small delay to M20 and Stuart timings.
Lieutenant and Captain
Platoon Command Post Upgrade
Company Command Post Upgrade
M20 Utility Car
The M20 has repeatedly been reported as a problem unit by top players, particularly in 1v1. The Bazooka has been removed, as it was seen to make the m20 too difficult to counter, given it already has mines, high speed, smoke, and potential Lieutenant bazooka support in its favour.
Pershing
Riflemen Mines
50 Cal Machine Gun
BRITISH
Tommys
Comet
Infiltration Commandos
Bofors
BUGS
OCT 8TH 2019 - Hotfix
Update - The wrong version of this map is currently live. This map will not be used for the first round of the tournament.
OCT 23RD 2019 - Mini Map update
November 1st Community Map Update
NEW MAPS
MAPS REMOVED FROM AUTOMACHPOOL
1vs1
2vs2
MAP REWORKS
1v1
2v2
3v3
4v4
Dec 4th - Christmas (Sort of) Mini Community Map Update
Snow is falling... all around us.... Soviets slayyying.... having fun! Tis the season.... war and much comandinnnng, merry Christmas... everyone!
Awesome community members strike again! This time, map maestro MononlithicBacon brings us a brand new winter (AKA Christmas) 4v4 Map called Nordwind, for all to enjoy!
Not only that, but intrepid mappers Rosbone and Sturmpanther have been busy bug fixing and balancing various maps from the November update. You can see the full list of changes below.
MonolithicBacon's new map has been specifically designed with no deep snow, and limited snow FX, so that performance will be much better for all players compared to other winter maps.
Here are a couple of screenshots to whet your appetites.
CHANGELIST
New Map
Map fixes and Balancing (By Rosbone and Sturmpanther)
1v1
2v2
3v3
4v4