Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Historical Units and Squads for Conquest (outdated)
Kohlrabi  [developer] 28 Nov, 2021 @ 7:46am
Suggestions
Suggestions go here.
Make sure you've read the roadmap of the mod so you see what's planned and what's not.
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Showing 1-15 of 110 comments
https://www.youtube.com/watch?v=pI2WRubp_Yg
https://www.youtube.com/watch?v=Ys0U5ruoCaE
In addition, the USSR can add a unique technique is the Su-76 and SG-122
I would like to see the following equipment for the USSR T-26A,T-26E,T-34E,T-35,T-50,T-80
https://www.youtube.com/watch?v=GxQCO_09Ud8
I threw off the links in them you can get acquainted with some samples that you can add to the USSR.
https://www.youtube.com/watch?v=-rZ_WCu7wAE
https://www.youtube.com/watch?v=sudInniB3Kc
https://www.youtube.com/watch?v=iZe67sNGjwo
https://www.youtube.com/watch?v=bh3vOx0Iqk4
You can also add unique samples of Soviet weapons NI-1 (For Fright), 45 mm gun "Leningradka" and others.

Will the People's Militia units of Moscow and Leningrad be added to the Red Army? As well as adding Marines to the early stage of the war. This is especially true in the issue of reflecting their role in the defense of Odessa and Sevastopol.
Kohlrabi  [developer] 28 Nov, 2021 @ 8:31am 
Both People's Militia and (early +late war) Marines are planned. I have to take a good look at what's available in-game to see if it's doable.

More tanks /cannons / artillery aren't planned anytime soon, but thank you for the links!

It seems like you're fluent in russian. Feel free to take a look at the russian text within the mod, and tell me if there are any grammatical (or other) errors.
Yes, I'm from Russia and I'm ready to help if anything happens.
cap 30 Nov, 2021 @ 11:41am 
Are there plans to make company/platoon level HQ squads for all the different generic unit types? Paratroopers, armor, mech/mot. infantry, etc?
Kohlrabi  [developer] 30 Nov, 2021 @ 12:00pm 
Plans, yes. I'm thinking of making HQ's for Guards as well (for the Soviet Union). And probably HQ's for infantry, paratroopers and SS for the Germans. Maybe more.

But, If I make too many HQ units, a) the research tree will be too crowded, and b) the AI will field too many HQ units.

However, if I find a way to add them without the negative effects, I sure could add separate HQ's for the different branches.
cap 30 Nov, 2021 @ 12:54pm 
Ah, yeah. I see how that could be a problem.
And how these regular units will be on the battlefield. I wonder if the possibility will be introduced for such units to be allowed to give effects to ordinary soldiers. In a number of fashion, as an officer raised the rank of soldiers if he was nearby, and a sergeant could distribute cartridges to soldiers. Will there be something like that here. I like the idea of platoon-company-battalion-headquarters level staff sections. But will they give the soldiers to give something big. Although in the Soviet section of the company level, the presence of two snipers gives a very good result.
Kohlrabi  [developer] 1 Dec, 2021 @ 11:15am 
Those kind of bonuses is a nice idea for the HQ units. I'll se what can be done later on.
cap 1 Dec, 2021 @ 11:17am 
I checked out the units in the editor and noticed that a couple of the unit types (i think the '42 conscript and frontovik units) only have jsgt machine gunners. Is this based off of historical practice? I could totally see the squad leader taking over the machine gun in the wake of the chaos of '41.

That being said, I would humbly put in a suggestion for a bit more variety with the machine gunner units/ranks if it isn't already planned.
Kohlrabi  [developer] 1 Dec, 2021 @ 11:29am 
Junior Sgt was the standard rank for the machinegunner according to the research I've read.
(like this site: http://www.bayonetstrength.uk/RedArmy/RedArmyRifleBn/OrgRedRifleBn-headerpg.htm)

So that's the standard rank for machinegunners in the mod. I've added a few yefreitor mgunners as well, especially in the squads that have two machineguns.

It seems like common practice for the RKKA to assign the machinegun to the most senior/competent member of the squad, so I've avoided assigning the machinegun to "mere" privates.

What I don't know, however, is what was common practice in the RKKA regarding promotions. Was it like "you get the machinegun, so you also get the promotion" or was it "you get the machingun since you're a higher rank".

The organizational charts show that they promoted whole squads (the tankodesantniki) to junior sergeants or yefreitors - 1 sergeant, and 8 yefreiors/junior sergeants.
I do think it had to do with higher salary for doing a very riskful task, but I'm not 100% about this.
In general, in a number of mods, I observed such things as the morale of soldiers and even the ability to capture enemy soldiers. I believe that the idea of staffing units can be expanded in this way. The morale of the soldiers will have to depend on the experience gained and the level of suppression by the player's fire. If the level of soldiers is low, then you can put the soldiers to flight until it reaches the allied units. Encircling and suppressing AI will create an opportunity to capture it. For this, it seems to me it is possible to accrue additional points for the player. The role of staff units here can become just so important. They will be able to stop the escape of weak units, increase their characteristics when wielding weapons and will not allow them to escape or be captured. The higher the level of the headquarters, the more effective it is. The lieutenant level is the challenge of a scout plane. The captain can cause a mortar attack from behind the map. The battalion commander will cause an allied offensive in the number of a company , etc . This will make the mod more interesting, I think.
cap 1 Dec, 2021 @ 12:29pm 
Originally posted by Kohlrabi:
Junior Sgt was the standard rank for the machinegunner according to the research I've read.
(like this site: http://www.bayonetstrength.uk/RedArmy/RedArmyRifleBn/OrgRedRifleBn-headerpg.htm)

So that's the standard rank for machinegunners in the mod. I've added a few yefreitor mgunners as well, especially in the squads that have two machineguns.

It seems like common practice for the RKKA to assign the machinegun to the most senior/competent member of the squad, so I've avoided assigning the machinegun to "mere" privates.

What I don't know, however, is what was common practice in the RKKA regarding promotions. Was it like "you get the machinegun, so you also get the promotion" or was it "you get the machingun since you're a higher rank".

The organizational charts show that they promoted whole squads (the tankodesantniki) to junior sergeants or yefreitors - 1 sergeant, and 8 yefreiors/junior sergeants.
I do think it had to do with higher salary for doing a very riskful task, but I'm not 100% about this.

Appreciate the reply. This resource here: https://www.battleorder.org/ussr-rifle-co-1943 references штат № 04/550 from December of '42 and lists all of the machine gunners as privates. That being said, I have googled around and thus far been unable to find a copy of штат № 04/550 to corroborate this. This source does also give the caveat (implying perhaps even moreso than in most other armies) that the TO&E wasn't strictly followed. It definitely makes sense that the most experienced soldier in the squad would be tasked with handling the squad's "main source of firepower" (in quotes as I'm not 100% confident that the machine gun was considered as important in RKKA doctrine as it was in German Heer doctrine).

That is a really interesting bit of information regarding the tank riders. Thanks for the discussion.
Kohlrabi  [developer] 1 Dec, 2021 @ 12:44pm 
I would grade the guy behind "Bayonetstrength" as one of the most trustworthy in the field.

Lots of comments by him on the Shtats regarding which parts that can be relied on, and which were "paper tigers". As an example, the official Shtats often designate the standard rifle company rifle as a SVT-40. Which can't be possible when we view the production figures. I've read a lot of his writing about the german army, and it's thorough work indeed.

The TO&E's were sometimes wishful thinking, and sometimes very well grounded in reality. The late war RKKA Shtats have 6-men rifle squads (if I recall correctly), partly a consequence of horrendous losses and manpower shortage towards the end of the war.

A promotion, on the other hand, isn't dependant on production figures,although it probably happened a lot of times that they still would be wearing their old rank insignia, despite being promoted.

So perhaps having a few junior sergeants with private rank insignia would be a good historical detail? :)

The RKKA relied much more on SMG's and less on MG's compared to the German Heer, without doubt. But they still made good use of MG's, and in the early war, they didn't have access to those huge numbers of SMG's.
I do not know how to express it completely correctly. I suggest in the conquest mode to introduce a system of dividing the battle into districts in order to ensure greater scale, imagine the player clicks on the map and selects it. But before the start, the player carries out the distribution of forces and means that he had. The first battalion is here, the second company is in another area. And each district is essentially a separate event map, where the battle is directly decided due to the actions of the player. In addition, there probably needs to include a system for changing the combat day. The battle itself must take place in phases. The first phase is an advanced detachment the player acts with small forces and performs limited tactical tasks such as sabotage and capture of small strategic detachments. Let's say there will be a task to capture a radio node. After its capture, the second stage can be used by the main forces this is the second day. And reserves are the third day. Moreover, you can choose to send only certain forces to each of the districts. The player must switch between the front sections (maps) and completing a mission on one of the sections can guarantee victory as a whole on that background map. The player should be given additional bonuses. Let's say a player takes a repair shop in one of the phases/days and tanks from an ally are given to the player as a bonus. Or, if he captures a fuel depot and repels all attacks on another map, the enemy will not be able to send tanks and other equipment to help. Captured the airfield, you can send aerial reconnaissance and bomb objects on the map. There should be variations and a chain of such linked mini-maps into one whole, let's say Kalinino Airport and a lot of small ones in it will give a very interesting development. The conquest mode itself will not rest only on defense or offensive, so you can show sabotage and ambushes a lot more.
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