Company of Heroes 2

Company of Heroes 2

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Kriegspiel V5 - Functions & Features
By RebelSoldier
This is the official and comprehensive list of Kriegspiel V5's economy, combat, and gameplay changes, courtesy of the mod's developer.
   
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Summary
'Kriegspiel' is the ongoing summation of a modding project I started in the spring of 2015. I had just graduated high school a semester early and was awaiting to to go to bootcamp. I decided to give CoH2 a try after a bout of playing MoW, and being dissatisfied with how 'janky' its engine was.

I had bought CoH2 a year earlier during the 2014 Valentine's Day sales event and never touched it since, for whatever reason. It was just sort of the obligatory game purchase since I had played CoH1 (a copy of which had picked up from a Goodwill thrift store, of all places). I enjoyed CoH1 and admired its graphics but wanted something more in terms of gameplay.

CoH2 impressed me, despite my initial neglect of it. Not quite because of the gameplay, but because of the multiplayer system. It was easy to get into multiplayer and get a game started. Moreover, it was easy to get a game with multiplayer game started with mods. Not only having workshop auto-download the mod for you was great, but having it auto-download for other players made it fantastic. It was too good not to be left unutilized.

I played vanilla CoH2 for a week, then Spearhead for another week, and then decided to punch out and create my own mod. I did some research, downloaded the tools, and voila within an hour I was modding. I only really sought to increase weapon range and damage at first, and how sophisticated this project has gotten would be unfathomable to me now. My creation I named 'Kriegspiel' - after one of many Avalon Hill board games that had been handed down to me by my father. 'Kriegspiel' - German for 'wargame' - was a cold-war setting hex-grid strategy game that pioneered future hex-grid games, like Panzer Leader, Panzer Blitz, and the Talonsoft Battleground series.

Kriegspiel development has been entirely done by myself up until this point, and still is published independently by myself. I've had my series of setbacks and delays due to long intervals of training and deployment during my military service, which accounts for several remakes of the mod - hence V5. During that time, I took the experience I learned as an infantryman and integrated it into the mod. I had the 'good' fortune of being able to deploy to Iraq with Third Battalion Seventh Marines, and getting a glimpse of what war looks like without serious detriment to my safety.

I must endeavor to remind players, I am not a professional game developer. I don't know much about scripting and neither can read Java. I am not a team and had little prior experience modding games. I was a simple soldier and as such this is a soldier's mod. This mod exists as an idea, an idea that pure, almost unfiltered realism produces gameplay balance, and the two concepts are not at all exclusive of each other.

In the future I'd like to see a game that follows the spirit of Kriegspiel with the Essence engine or one that is very similar; one that actually successfully merges RPG and RTS elements into one seamless flow with the utmost dedication to replicating the power of real life weapons and the delicacy of human behavior.
Weapons
Kriegspiel has a plethora of weapon changes and new functions.

BALLISTIC WEAPONS
- Longer ranges. Most direct fire weapons shoot out to 150 meters.
- Correct gun elevation and traverse on all weapons, including even tripod and pintle mounted machineguns.
- Critical combat. Every weapons has a chance to instantly kill what it penetrates.
- Rates of fire redone. In the original game, 'burst' weapon rate of fire is relative to distance from the target, which makes no sense. I made all weapons use their real mechanical rate of fire.
- Burst rates overhauled. Machinegunners will hold bursts longer, up to 5 seconds in close-quarter environments. Consequently they need to reload more frequently.
- Projectile velocity changed. Each projectile has it's own real-life velocity. APCR shells will have a higher velocity for instance than their APHE or HE counterparts
- Ballistic weapon accuracy and damage has also been reworked, relative to the type of weapon, projectile, range, and the skill of the unit. Close quarters combat is quick and vicious while long range skirmishes may ensue for a considerable amount of time. Moving units no longer engage like a rabble of CoD kiddies and must be stationary to be effective.
- All weapons have the potential to suppress, not just machine guns. It largely comes down to rate of fire, so stack multiple rifle squads against an enemy unit to suppress. Suppression is now a critical-based system because the game's original system only works well with vanilla's non-physical hitscan bullets.
- Scatter altered. Projectiles now travel along a more linear path and fall much further from the target if they miss.
- Larger caliber cannons have ammo switches between AP, HE, APCR/HVAP, HEAT, and WP shells.

HIGH EXPLOSIVES
- Mortars, grenades, and all other explosives have a larger and 'stratified' area effect radius, to simulate the effect of both the blast, concussion, and fragmentation. The range at which this effect occurs is dependent on projectile size and the cover of the target unit.
- Most explosive weapons have physical shrapnel. Airburst will rain down shrapnel from above from afar.

GRENADES
- Grenades vary based on body size, explosive filler, shrapnel casing, and fuze type. Pay attention to a grenades range, power, and how it detonates to find it's best use.
- Grenades can bounce off of objects.
- Grenades have correct fuze types and proportional fuze times. Some grenades detonate on impact, others do not.

FLAK
- 'Flak' cannon are now potent anti-personnel weapons, with their high rates of fire and shrapnel area. Flak weapons can toggle between API-T and HE-T and can be an efficient counter to light vehicles.

INCENDIARIES
- Flamethrowers engage at their real respective ranges.
- Incendiaries instantly immolate infantry, and can start fires in vehicles. Vehicles can burn for some time before forcing the crew to abandon and causing the vehicle to be destroyed. Vehicle fires have a chance to be put out by the vehicle's fire suppression system.
- Close proximity to fire can cause infantry to rout.

ROCKETS
- Anti-tank rockets and launchers overhauled. Bazookas, Panzershrecks, Panzerfausts, Ratakenwerfers, etc., are armed with devastating shaped-charge HEAT warheads, which rely on their explosive power to penetrate armor, rather than velocity. HEAT was a decisive innovation in anti-armor warfare, as it allowed for the tank-busting capability of a large, heavy, high velocity cannon to be condensed into a man-portable low-velocity electrically-fired rocket.
- HEAT munitions retain consistent penetration at all distances, though they suffer from poor accuracy.
Physical Projectiles, Shotguns & Shrapnel
Kriegspiel's physical projectile, critical, and shrapnel systems is what makes it especially unique over vanilla and other mods. With the mod's much longer ranged weapons, it became imperative to develop a system that utilized physical projectiles, like the tank and artillery shells did.

In vanilla CoH, and all other mods at the time of this writing, CoH uses a sort of 'hitscan' system for small arms. Bullets are not physical objects, they are a special effect laced with a RNG "dice roll" that determines whether or not the target unit is hit. The only effect terrain has on this system is 'green; or 'yellow' cover, where there is a modifier against this chance of a hit being rolled. All other objects and elevation do noting to impede the effect of the hitscan bullet against the target. The result is that you have units being killed in trenches or behind hills or multiple trees when in reality there is no direct line of fire.

Physical projectiles also imply that enfilade fire from any weapon, particularly automatic weapons, is very dangerous. In vanilla CoH2, with the hitscan system, a "burst" from a machine gun could only damage one target entity, in Kriegspiel, any unit within the "beaten zone" can be hit. Positioning your troops to prevent this is essential to winning a firefight.



With the creation of such a system, new possibilities have come to fruition. Kriegspiel is also the only mod that has a physical canister shot and a physical shotgun, as well as a physical shrapnel system. Many types of explosives produce shrapnel that can be lethal for very long range, and like all other projectiles, shrapnel has a chance to kill in a single hit.
Armor Penetration & Overpenetration
CoH2 is notoriously bad for having practically no representation of real life armor and weapon penetration. Kriegspiel attempts to remedy this.

HOW PENETRATION IS CALCULATED
In CoH2, armor has a chance to be penetrate by this equation:

penetration/armor x 100

An example:
"A SU-85 tank destroyer encounters a Panther. A shot is fired, and the front armor of the Panther is hit. What are the chances of penetration? The SU-85 has a penetration value of 170, the Panther a front armor value of 270."

170/270 x 100 = 63%

The game stipulates that anything below a 3% to penetrate is nullified. This creates an issue however, with armor values limited to the hundreds rather than the thousands, armor has a chance to be penetrated by almost any value lower than it.

CoH2 has no side armor values, only the front and back. CoH2 does not account for angled hits.

PENETRATION IN THE MOD
Kriegspiel front and rear armor values are derived from the effective thickness of the vehicle's front and back armor.

The mod overcomes CoH2's armor penetration issue by organizing armored vehicles into brackets, ranging in 20mm increments. Tanks with 60mm-79mm of front armor are in the same bracket, as are tanks with 80-99mm of armor. Projectiles have penetration multipliers against any armor type to ensure they definitely do penetrate or do not. Shells have a chance to penetrate one bracket above their "on-paper" penetration; and a chance to deflect one bracket below their "on-paper" penetration. This is to account for shots that aren't made on the front upper glacis plate, or at an angle.

Variable small arms penetration is also modeled. It is behoove of you to know the differences between rounds like .45 ACP and 7.62mm TT, or .303 and .30-06, and the weapons that correspondingly use these cartridges to employ them for greatest effect.

OVERPENETRATION
Overpenetration is accounted for. Overpenetration reduces damage for all shot types, affecting solid shot projectiles like APCR the least and APHE and HEAT the most. When a projectile that can penetrate a much higher bracket than the unit's bracket it hits, damage is much lower. This is due to either the decreased mushroom effect of a solid shot, or the "premature" detonation of an APHE or HEAT shell. Conversely, damage can be higher if the projectile penetrates above its "on-paper" penetration. For example, historically, American tankers would stack the sides of their tanks with sandbags and logs believing that they helped stop hand-held HEAT ordnance, but with the inconsistency of German impact fuzes the extra width in "armor" gave them the delay time they needed to achieve their greatest effect.

BODY ARMOR
There is one kind of body armor modeled in CoH2, the Soviet "steel bib" as seen worn by the shock troops. At around 2.2-2.7mm thick, this armor can be impervious to shrapnel and pistol caliber ammunition beyond a point-blank range, and can even resist a rifle shot. The armor is only effective from the front, and has a metallic hit effect if a bullet is deflected by it.

Also featured as an upgrade is the British Medical Research Council (MRC) Armor - a set of 1mm thick plates that protects the exposed parts of a soldier's front and back. The armor is available on all British combat infantry and can resist shrapnel, buckshot, and some pistol bullets at range.


Helmets are also accounted for in the mod. Depending on coverage area and thickness, with the British "Brodie" helmet being the worst, and the American M1 steel pot being the best, helmets have a 7-15% chance to stop incoming shrapnel, buckshot, or low penetration pistol rounds. Entities that do not have a helmet model do not share this protection.
Movement
Movement is completely overhauled in Kriegspiel, including max speed, rotation rate, and acceleration.

INFANTRY
Infantry movement is slower and more fluid. Infantry acceleration is calculated to fit a 180 lb.-200 lb. man. (The average soldier at the time was likely under 160 lbs., but gear is a factor here.) Soldiers are slower and rotate slower while in the prone. Infantry auto-sprint while in combat. Slot item weapons and body armor can additionally slow infantry. Lying in the prone reduces rotation speed.


TEAM WEAPONS
Crewed weapon speeds and rotation rates vary by weapons size. Crewed weapons are considerably slower than vanilla and completely impractical to use as offensive weapons. In real life, a .50 cal machine gun with tripod weights around 120 lbs., and every 100 rounds was at least another 35 lbs. The average AT gun weighed several hundred pounds.

Team weapons can be "carried" in trucks and halftracks. Light AT guns can be garrisoned in buildings as well.

VEHICLES
Vehicle speeds are changed. Base speed is 1/3 of real-life top speed, and can be toggled to 2/3 of real life speed. Vehicle speed can be heavily affected by water, deep snow, and mud. Acceleration is calculated with the vehicle's speed and real-life power-to-weight ratio. Vehicle transmissions are as correctly modeled as the game allows. Tanks that have triple and double differential transmissions can rotate noticeably more efficiently than those that rely on clutch braking.

Aircraft speed is increased to real life speed and fly in a much wider pattern than the comical ways they do in vanilla and other mods.

Line of Sight
Without CoH2's "TrueSight" line of sight system, Kriegspiel with extended ranges would not be feasible. However, the mod significantly alters the game's line of sight.

Line of sight is extended to 150 meters - the maximum range of most direct fire weapons in the mod. A unit's line of sight is reduced by half when moving, and is also limited in range - 180 degrees for humans, and 90 degrees for many casemate vehicles. Infantry have a small sight radius of 10 meters around themselves to represent their peripheral senses. Sight origin height is relative to the hieght of the observing unit. Many world objects like bushes and trees are now modified to block sight.

Field of view can be modified by criticals or abilities. Soldier field of view becomes more narrow when under stress, wounded, or reduced when using a rifle scope.

All infantry can reveal camouflaged units within 10 meters. Vehicles have no such luxury, and it is recommended to also support vehicles with infantry. Camouflaged units outside of this range cannot be detected unless they shoot, except by a sniper using his scope toggle ability.

Environment
Kriegspiel features a highly modified environment that seeks to accurately represent the effect of various kind of weapons on it.

- Armor and hitpoint values for many objects have been hardened particularly those of both map and player built fortifications.

- Bullets can pass through thin metal and some wooden objects, like small tress, bushes, fences, etc.

- Nearly all objects, like trees and cars, can impede line of sight.

- All shells and bullets can cut holes or deformations into the ground.

- Most objects act as shot blockers If an enemy is sighted by a third party but an object is blocking your unit's view of him, he will not shoot at the tree. A line of fire as well as a line of sight is needed.

- Vehicle units can get mud, deep snow, and sand (water). Wheeled units are more likely to get stuck.

- Explosives are less powerful in water.

- Fuel barrels, tanks, caches, and vehicles can explode and burn when destroyed.

- Soldiers "intelligently" try to avoid incendiary/fire dots.

- Trees leave behind stumps that can be used as cover. Many other objects share this function; a street lamp pole might get 'bent' or a brick wall leave behind scattered bricks.

- Destroyed objects are permanent.

- Grenades can be tripped by most objects. Make sure your men have a clear shot.
Section System
Infantry combat in Kriegspiel is a mastery of a diverse assortment of weapons, from small arms to anti-tank rockets and grenades and even anti-air weapons. "Squads" are reduced in size and operate as "Sections", just like as infantry really did in WW2.

Sections are 2-4 man elements that compose a squad. One section may be a base of fire/suppression element while another acts as an assault/maneuver element. Kriegspiel arms various sections in ways to better reflect these roles.



As well as the historical nuance, sections are a tactical necessity. In a game where you are concerned about enfilade fire and high explosives with shrapnel ripping through large groups of men, keeping your troops spaced out is detrimental to reducing casualties. Additionally, smaller sections means less valuable manpower necessary to create a base of fire with bounding elements. Two 6-man squads will always lose to three 3-man sections; the combat efficiency in the elements is so much higher than the squads because of the aforementioned reasons.

SECTION TYPES

- Light Machinegun Sections. These sections serve as your base of fire and suppression element. They are armed with a light machinegun or automatic rifles and can throw an offensive fragmentation grenade and smoke grenades.


- Rifle Sections. These sections are your primary assault/maneuver elements. They are armed with rifles and offensive grenades, smoke grenades, rifle grenades, and anti-tank grenades.


- Anti-Tank Sections. Can be armed with anti-tank rifles, rockets, or recoilless rifles to counter enemy armor. They can use smoke grenades and anti-tank grenades.


- Assault Sections. Armed with submachineguns and heavier defensive grenades and anti-tank grenades, they are incredibly imposing in close-quarters combat.


- Special Assault Sections. These units differ by faction. The Americans have shotguns, the British have suppressed Stens, the Germans have assault rifles, and the Soviets have body armor. Units are armed with defensive grenades, smoke grenades, and anti-tank grenades.
Criticals
Kriegspiel introduces new critical systems to CoH2. Whereas formerly criticals were special debuffs rendered by a single shot ability, they now occur randomly when a unit is hit, or in vicinity of an action or explosion.

PENETRATIONS
Criticals from penetrations manifest themselves as failures of certain vehicle components, injury or death of vehicle crew members, or as Arterial Bleeds in infantry. These criticals are common when a unit is penetrated, and in vehicles, can have several criticals rolled as once.


DEFLECTIONS
Criticals can be inflicted on vehicles even if the shot deflects/does not penetrate. Tracks being blown off, spalling injuring crew, damage to main gun are all possible criticals from a non-penetrating shell. It is possible to 'suppress' a large armored tank with many non-penetrating weapons. Additionally, fire is a threat to vehicles, and 'non-penetrating' incendiary weapons can be used to damage exhaust, engine, and potentially start internal fires which lead to catastrophic kills.


PROXIMITY
Proximity criticals can be inflicted by being within range of an event or detonation of a weapon. They cannot be 'repaired' or 'healed' until their effect runs out. Explosive weapons can concuss infantry within a certain distance, if they survive. Stress is also a debuff that can be inflicted by the sight of gored bodies, being inflicted with an Arterial bleed, burnign comrades, destroyed friendly vehicles, killed crewmen from penetrating rounds, large volumes of enemy fire, squad wipes, etc.
Automatic Abilities
Kriegspiel utilizes a plethora of automatic abilities.

- Auto-Sprint. Soldiers in combat automatically sprint. They lose attention of nearby hidden enemies while in combat.

- Auto-Heal. Soldiers automatically heal themselves while out of combat.

- Auto-Smoke. Vehicles with smoke dischargers automatically pop smoke when their hitpoints are below a certain threshold, or suffer an incapacitating critical, like a destroyed gun, turret ring or immobility.

- Auto-Retreat. Soldiers will attempt to finish their fight and retreat when they are the last man of their squad. Large volumes of enemy fire can also induce a rout.

- Auto-Prone. With the prone ability toggled on, soldiers will only prone in the open or behind light cover.

- Auto-Camo. Soldiers and crewed weapons automatically camouflage while behind cover. Camouflage is disabled while they are in combat.

- Auto-Abandon. Crews may abandon vehicles before they blow up.

- Hydraulic-Electric Turrets. The Panther and Tiger series of tanks have turret traverses that speed up while the vehicle is stationary.
Artificial Intelligence
I get many questions concerning this mod being mainly for co-op or for multiplayer. My response is yes and more yes.

Kriegspiel is a mod with sophisticated weapons, and utilizes toggles that the AI can't use. Winning a game requires predictive intelligence - procreativity. You must expect enemy tanks to come through that field or infantry to attempt to infiltrate though that forest, or an airborne attack. You must be able to have a response to being smoked and fragged.

AI, of course, is incapable of this. The AI is good at calculating raw damage-per-second strength, knows your blind spots, remember units it has seen and can react to it. It is good at being aggressive. But setting up an anti-tank gun in a hidden position in expectation of an enemy tank? Never. Modifying AI is like teaching a caveman how to kill with a rifle; you can only teach him how hard to beat you with the buttstock.

Kriegspiel AI is modified to have the same "higher" intelligence at all difficulty levels. The only factor that differentiates mod difficulty levels are resource modifiers. If you want to play a game without modifiers, play on Easy difficulty. The AI can do those things I mentioned above, and has an extremely high emphasis on using cover while in combat and has increased aggression. Custom abilities, upgrades, and constructions work for AI as well, and the AI will pick their own doctrines.
Doctrines
Kriegspiel doesn't use vanilla commanders. I view them as something of a money grab, and the core units provided omit certain combat capabilities necessary to survive in the mod. Kriegspiel therefore has six doctrines, three primary and three secondary. One of each three can be chosen.

Doctrines and doctrinal abilities are available from a custom building called the Communications Tower.

PRIMARY DOCTRINES
- Armored Warfare Doctrine. This doctrine gives you a hefty fuel modifier and access to heavier tanks, like the T-34/85, King Tiger, Pershing, and Firefly. Infantry units with this doctrine are veteran and elite.

- Combined Arms Doctrine. Fuel and munitions income increased slightly. Provides an aerial recon, a large airborne drop, and a "light" and a "heavy" air attack. Light air attacks will search and destroy an enemy crewed weapon or light vehicle, while heavy attacks will do the same for heavy vehicles. Infantry in this doctrine are veteran and elite.

- Fire Superiority Doctrine. Large munitions bonus and access to heavy howitzers and rocket launchers. Infantry in this doctrine are regulars.

SECONDARY DOCTRINES
- Static Defense doctrine. Gives you access to emplacement weapons, quicker construction times, and paradroppable anti-personnel mines.

- Mass Assault doctrine. Augments battlephase manpower and manpower trickle income. Increases the size of infantry sections from 3 to 4.

- Intelligence Doctrine. Hides your units on the minimap and gives a combat experience bonus, allowing you to reach a new battlephase faster. (Coming soon - Partisan insertions and camps)
Economy
Kriegspiel economy somewhat differs from vanilla, and points to a slower paced game, in which players can have time to plan and employ much more sophisticated movements and tactics, and have incentive to keep their troops alive.

- Battlephase system. There are three battlephases, and they now apply to all factions. Battlephases advance 'by the year' - meaning that they unlock weapons, vehicles, and equipment in the same order that they were developed and brought to the field in real life. Battlephases advance automatically for players, based on the number of command points they accrue. A big effect this system makes on gameplay is with antitank warfare, because HEAT munitions wasn't fielded until 1942, meaning that the only way an infantryman could kill a tank was through an anti-tank rifle, large explosive, or incendiary weapon.


- Limited manpower. There is a small manpower income but this is to simply allow the AI to maintain functionality. The AI doesn't like fighting for free, I guess. Manpower comes in increments, or 'waves' with each battlephase, a bit similar to Steel Division's battlephase reinforcement system. The amount of manpower every battlephase is the same for every battlephase and every player, and is roughly equivalent to the size of a platoon in strength. This system makes attritional victories or defeats a concern for human players, and prevents games from dragging beyond 2 or 3 hours as stalemates.

- Only base fuel and munition income. It is still very important to hold as much of the map as possible but this allows some games to go longer than an hour if the enemy gives smart resistance, and it gives players a chance to bounce back. This feature also eliminates the game pace inconsistency that is caused by resource bloating on many custom maps.

- Munition costs. All weapons, even small arms, cost munitions. All barrage abilities cost munitions. Munitions costs are based on guns size or number and size of projectiles fired.

- Starting munitions. Each player starts with 100 munitions. This allows early game accessibility to anti-tank weapons and prevent players from immediately getting overrun by vehicles.
New Units & Weapons
Kriegspiel takes a conservative approach to new units as compared to other mods. SEGA has not given modders the ability to create and use their own models, meaning that 'new' units use copied models. Many other modders have incorporated "captured" vehicle units like beutepanzers, however I feel this is content bloating and have refrained from it.

NEW UNITS
- American M4A3E2 Sherman Jumbo: With armor similar to a Tiger, the Sherman Jumbo represent's America's heavy armor contribution to the war effort.

- German GrW 36 50mm Mortar: Can auto fire.

- German GrW 42 120mm Mortar: Heavy mortar for Germany.

- American M2 107mm Mortar: Heavy Mortar for Britain and America.

- Soviet RM-38 50mm Mortar: Can auto fire.

- Soviet 72-k 25mm Flak Gun Emplacement. Available with Static War doctrine.

- British Z-Battery Rocket Launcher: The Z-Battery was a predecessor to the landmattress, and used as an anti-air weapon.

- German PaK 36 37mm Light AT Gun: Can shoot APCR and a large but inaccurate HEAT grenade with an arced trajectory.

- German PaK 41 28mm AT Gun: A taper-bore gun that squeezes a 42mm solid shot (APCNR) projectile down to 28mm for extremely high penetration.

- German PaK 41 55mm AT Gun: A taper-bore gun that squeezes a 75mm solid shot (APCNR) projectile down to 55mm for extremely high penetration. Available with Static Defense Doctrine.

- American M3 76mm AT Gun

- German LG40 105mm Recoilless Rifle

- Soviet SG-43 Goryunov Machine gun

- American M1917 .30 cal Machine Gun

- American Trench Rangers: Armed with Browning Auto 5 shotguns, these troops can be devestating at short range for a cheap munitions price.


- Soviet Conscript Assault Section: Armed with PPsH submachinguns.


- British Polish Dragoons: Similarly armed to 'Tommy" Infantry, but more veteran. Available with Armored War doctrine.


- British Paratroopers: Available with Combine Arms doctrine.

- German Waffen SS Panzergrenadiers. Available with OKW Armored War doctrine.


NEW WEAPONS
- German 20mm Fliegerfaust: A 9-shot rocket launcher designed for anti-aircraft use. Rockets launch with a 0.1 second interval to prevent premature combustion of each following rocket.


- American 57mm M18 Recoilless Rifle: Available with Combined Arms doctrine, the M18 shoots a 57mm HEAT shell that has lower penetration but higher velocity, accuracy and range than a bazooka rocket.


- Soviet 125mm Ampulomet Molotov Launcher: An early war anti-tank weapon that launches 125mm glass orbs filled with incendiaries.


- Soviet 14.5mm PTRD-41 ATR. A single-shot anti-tank rifle that shoots at a slightly higher velocity than its semi-automatic cousin.


- Polish 8mm Model 35 ATR. A magazine-fed, bolt-action anti-tank rifle that is available to the British Polish Dragoons and German Ostruppen.


- German 20mm Solothurn S18/100 ATR. A magazine-fed bullpup anti-tank rifle.


- British .303 cal. Lewis light machine gun.


- American 12-gauge Browning Auto 5 Shotgun: A semi-automatic shotgun with a long reload due to each shell needing to be hand-loaded. Can switch between slug and buck shot.


- German HHL3 HEAT Hand Mine: A powerful HEAT mine that is magnetically attached to vehicles. Replaced in 1944 by the Panzerfaust.


- German M39 'Egg' Frag Grenade: A German grenade with similar properties to the American MKII.


- German Panzerwurfmine: A fin stabilized HEAT grenade. Allows for a heavier HEAT weapon to be thrown as far and more accurately than smaller competitors. Available with Combined Arms doctrine. Replaced in 1944 by the Panzerfaust.


- German Sleeved M24 Frag Grenade: Stick grenades are a smaller explosive but can be thrown further than a conventional grenade, and a frag sleeve gives it a similar fragmentation effect to the American MkII.

- British No. 69 Frag Grenade: A special frag grenade with an impact fuze.


- British No. 77 WP Grenade: A special WP grenade with an impact fuze.


- British No. 74 HE Grenade: An anti-tank HE grenade that will stick to the target.


- Soviet F1 Frag Grenade: A Soviet grenade with similar properties to the American MKII.
Prominent Bugs
It is well known that the Essence engine CoH2 uses has a plethora of bugs, especially with weapons at longer ranges. I've been able to fix most of tthem.

The two persistent issues with long range weapons in this mod can fortunately be remediated with some fairly easy map adaptions.

The first is elevation - very high/low elevation over long distance is not registered as a shot block to a firing unit. The unit will fire at a target behind a big hill but the round will dump harmlessly into the hill. The effect may be augmented by the fact that all units in CoH2 aim for the base of their target. Try to choose maps that are fairly flat.

The second issue is the map edge - if a unit is shooting towards the edge of a map, and the target is within 25-15 meters of the edge, the shell disappears. This is caused by the augmented scatter distance my physical projectiles have. To avoid this issue, use maps that give some room from the edge to a player's base. When I adapt custom maps, I like to "pad" the sides with impassible tree groves and other objects. If you do encounter this issue in game, just angle your unit away from the map edge to hit the target unit.

Good map adaptions are featured on my workshop page, feel free to check them out.
10 Comments
Strelok 22 Nov, 2022 @ 10:58pm 
Hey love this pack - except I seem to have fog of war troubles with this mod. My infantry can't see guys standing directly in front of them. Is there some other pack or mod I need?
GameGig007 4 Jul, 2021 @ 10:40am 
Ah that explains alot about the friendly fire as my units near explosions or impacts would take splash damage instead when fired on. About the maps i would surely love some recommendations. Keep up the good work man.
RebelSoldier  [author] 4 Jul, 2021 @ 7:34am 
As for maps, I have a few adapted that are featured on my workshop page.
RebelSoldier  [author] 4 Jul, 2021 @ 7:30am 
@Gamegig. I appreciate It. Ill see what I can do for most of that. I've had skirts not show up on vehicles for rather inexplicable reasons though, even though I arranged the upgrade in the exact same configuration as vanilla.

I don't believe friendly fire could be a thing outside of aoe weapons, the game only allows friendly fire damage to be 'switched on' when an area of effect is involved, and only applies to that aoe. (i.e, a bullet will still 'pass' through a friendly without incurring damage, only the impact against the ground or world object would have FF damage)
GameGig007 4 Jul, 2021 @ 1:39am 
After testing it for like 3 hours i have to say i am beyond impressed. This is how i wanted CoH to be to some extent. One of the main issues is that we don't have really long range maps which is kinda sad. Aside from that i have found a few issues mind you that i only tested wehrmacht.
1. Decrewing opel blitz truck and recrewing it decreases its health to 20 percent
2. Reloads of tanks are inconsistent especially when in attack ground mode maybe this is a feature if so than makes sense
3. Bridges can't be repaired by normal pioneers
4. Brumbarr doesn't show side skirts even after upgrade
5. Infantry projectiles won't friendly fire instead just pass through models and land on desired target which is kinda sad
6. Tanks don't friendly fire other tanks. this is just my own thing which i thought would be cool if implemented
GameGig007 4 Jul, 2021 @ 12:30am 
would do
RebelSoldier  [author] 4 Jul, 2021 @ 12:27am 
@GameGig007 I appreciate it bro. Doing to updates to this as well so give it a review. Feel free to ask anything or suggest changes to the mod.
GameGig007 3 Jul, 2021 @ 12:33pm 
ah this is what i wanted
003skar98 22 Nov, 2020 @ 10:33am 
epic