-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
This time, Whiteflash brings the festive cheer with an interesting twist on his extremely popular 1v1 staple, Crossroads.
Crossroads Winter isn't just a winter reskin, there are some cool design changes that will make the map different to play, while maintaining the competitive excellence that Crossroads is known for.
A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.
A special thanks to Miragefla and Sander93 is in order. Aside from being leading contributors to the overall balance team process, they've taken on a lot of additional responsibility and dedicated a tonne of personal time to this patch. Shout out to Miragefla for extensive mod building, technical support, bug fixing, and patch implementation. Shout out to Sander93 for meticulously organizing and leading the testing process both in the mod and live build process, as well as acting as the internal coordinator, and external spokesperson.
Of course, a big thanks to the rest of the community balance team; Reporogue, Sturmpanther, Tightrope, Jae4Jett and support modders Nachocheese and Janne252. For the fourth major patch in a row, these chaps once again dedicated a lot of time and energy reading comments, discussing problems, and proposing soloutions. Here here!
Finally, big props to Osinyagov, Kasarov, and Sneakeye for UI art support, as well as for valuable testing input. Additionally, Sneakeye also provided a couple of nifty technical solutions for the update.
WINTER BALANCE PATCH 2020
HEAVY TANKS
In order to stop players from calling on heavy armor immediately after it is destroyed, all heavy tanks, heavy tank destroyers, and heavy assault guns now have the following:
Recharge standardized to 3 minutes
Cooldown on ability now starts upon death of the heavy tank
*Special thanks to community modder Sneakeye for providing the solution for this implementation.
Tiger - All variants
Due to the Tiger's low scatter and rate of fire, we are adjusting the unit's veterancy bonuses and AOE to make the Tiger less potent against infantry. In return, it will be gaining increased traverse speed with veterancy to compensate.
CP requirement from 9 to 12
AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
AOE distance from 0.25/1.5/3 to 0/1/3
Veterancy 2 now adds +30% turret traverse speed
Veterancy 2 scatter bonus removed
Command Tiger - OKW
The Command Tiger for OKW is seeing one of its upgrades removed due to how potent the mobile Tiger is when self-spotting and calling down artillery when encountering anti-tank guns. In return we are removing one of the penalties of its 'Command Tiger' ability, to encourage its use.
Command Tiger accuracy penalty during 'Command Tiger'ability removed
Panzer Commander removed from the OKW Tiger
IS-2
The high armor of the IS-2 is being reduced slightly to allow Axis tank destroyers such as the StuG G, Jagdpanzer IV, and anti-tank guns to better counter this heavy tank. Its AOE damage is also being reduced due to how powerful heavy tanks currently are against all infantry types.
CP requirement from 9 to 12
IS-2 Armor from 375 to 340
AOE damage from 1/0.35/0.175 to 0.75/0.35/0.175
AOE distance from 0/1.35/3 to 0/0.85/3
Pershing
We are reducing the AOE damage on the Pershing as a general reduction amongst the majority of heavy tanks.
CP requirement from 9 to 12
Pershing Manpower cost from 600 to 640; brings it in line with other heavy tanks.
AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175
AOE distance from 0.25/1.5/3.25 to 0/1/3.25
KV-2
The KV-2 is getting some minor mobility buffs at veterancy 3 to have some of its bonuses become more in-line with other heavy tanks.
CP requirement from 9 to 12
Now gains +25% rotation rate, and +20% acceleration/deceleration at veterancy 3 in addition to its 160 health increase
Churchill Crocodile
CP requirement from 9 to 12
Generalist Medium Tanks
In order to make generalist medium tanks more viable, we are lowering their target size to make them more difficult to hit. The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.
These changes should reduce the chance to get hit by 7-10 percentage points from medium to far range - ex: an 88% chance to get hit becomes an 80% chance.
Panzer IV, Panzer IV Command Tank, and Panzer IV J
Target size from 22 to 20
Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8
Target size from 23 to 21
Mechanized and Urban Assault Dozer upgrade returns the value back to 23
T34/76 and T34/85
Target size from 22 to 20
Cromwell
Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated by increasing the power of its MGs to be on-par with the Panzer IV's hull and coaxial, improving its anti-infantry effectiveness.
MG cooldown duration from 2/3 to 2/2.5
MG far cooldown from 1.5 to 1
MG mid cooldown from 1 to 0.85
MG far accuracy from 0.35 to 0.4
MG mid accuracy from 0.55 to 0.575
UKF
Infantry Sections
Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level relatively the same.
Additionally, in order to give the UKF an easier time to engage static defenses, the Pyrotechnics upgrade has received an off-map smoke barrage ability, allowing UKF players the ability to bypass defenses during assaults.
Lee Enfield moving accuracy from 0.35 to 0.5
Pyrotechnics unlocks 'Off-Map Smoke Barrage'. 25 munitions. Smoke comes from off-map after a 3 second delay; has cooldown is shared amongst all Infantry Sections. Same range as Tommy Artillery Flares.
Target size from 0.9 to 0.85; target size in cover remains the same at 0.8
Lend Lease Regiment Assault Section upgrade removed (see below).
In order to give the UKF more starting build options, particularly in urban maps, Assault Sections have been reworked as a separate call-in squad:
Now an infantry call-in for 280 manpower for 0 CPs
Automatically starts as a 5 men squad; not affected by bolster
Target size 1
Equipped with 5x Stens; same stats as Assault Engineer M3 Grease Guns
2x Thompsons Package now unlocks White Phosphorous Grenade; survivability bonus moved to veterancy
Veterancy reworked:
Veterancy 1: -25% recharge on all grenades, -10% Received Accuracy
Veterancy 2: -29% Received Accuracy, -25% Weapon Cooldown
Veterancy 3: +30% Weapon Accuracy, -5 munitions to Mill Bomb and No.77 WP Grenade cost.
Tank Hunter Infantry Section
Tank Hunter Sections will now be deployed with 5 models due to their CP and cost requirements. Furthermore, they can now be upgraded with PIATs to increase their effectiveness against tanks in the mid-to-late game.
Now automatically starts as a 5 men squad; not affected by bolster.
Can now replace their Boys AT Rifles with PIATs for 70 munitions.
PIAT upgrade removes the out-of-cover penalty to cooldown and reload.
British Platoon and Company Command
To put their CP gain on-par with other factions, UKF will now gain CPs upon teching up.
Now grants half a CP upon completion.
Assault Officer (Previously Was Airlanding Officer)
The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused Airlanding Officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close-quarters situations, but only comes in limited numbers. His Recon Run ability is also being increased in cost to match his USF counterpart.
Now Available at the Platoon Command Post; limited to 1
Population from 9 to 8
Cost from 280 to 320
Reinforce cost from 35 to 30
Bodyguards switched to Tommies with Unsilenced Sten Guns, same stats as Commandos, but deals slightly more DPS at mid-range.
Heroic Charge now functions similar to Captain’s On Me in terms of functionality; Unit will sprint, gain -20% Received Accuracy and +20% Weapon accuracy during its duration. Lasts 15 seconds.
Gains an additional (5th) soldier at veterancy 2
Now gains +30% weapon accuracy at veterancy 3
Received Accuracy bonus at veterancy 2 moved to veterancy 3
Self-Healing at veterancy 2 removed
Veterancy 3 received accuracy from -23% to -15%
Removed Smoke on Retreat at Veterancy 3
Universal Carrier
The following change has been made to make the Wasp more effective in its role of dislodging garrisoned MGs.
Wasp upgrade now increases armour from 5.8 to 7
British Medic Squad
With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the medical kits is likely to be decreased. In order to give UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ from the HQ Glider.
Now available from the HQ for 180 manpower
Medics
Auto Search Healing toggle now roots the squad to the target position.
Single target heal rate from 2 to 1
Sexton and Valentine
Valentine Supercharge barrage no longer shares a cooldown with the regular barrage.
Valentine Coordinated Barrage from 35 to 60
HQ Glider
The following changes have been made to balance the removal of the Airlanding Officer. This will allow the glider to act as a forward position and also call-in team weapons as required.
Cost from 540 to 200
Can be upgraded with the Forward Retreat Point for 200 manpower; does not require the Company Command Post and unlocks 3 medics that will heal nearby units
Medic and Air landing Officer removed from the glider
No longer deploys Airlanding Officer upon landing
Can now train regular Vickers HMG and 6-pounder ATG squads (as well as a Commandos squad), that will spawn at the glider
Can now be repaired; also applies to Commando Glider
British M5
With the increase in UKF CP gain, we are moving the M5 back to reduce the power of the M5 Quad rush before counters are available.
CP requirement from 2 to 3
SOVIET
ML-20
-Population from 15 to 13
Conscripts
In order to slightly reduce strength of the Mobilize Reserve upgrade, a number of changes have been made.
Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18
Reload cover bonus from the Mobilize Reserves has been removed.
ZiS-3/SU-76 Barrage
This change puts the barrage from ZiS-3 weapons inline with other direct-fire weapons and mortars that receive penalties when striking units in heavy cover.
Heavy cover damage modifier from 1 to 0.5
Airborne Weapon Crate Drop
The cost of the weapon crate is being increased to match the performance of the weapons it gives, particularly Conscripts with their SVTs.
Price from 45 to 60
Airborne Guards
Minor changes are being made to encourage the use of Airborne Guards and their SMG package.
Manpower cost from 380 to 360
Veterancy 1 Airborne Strafe from 60 munitions to 45
PPsH-41 upgrade now grants Tactical Assault ability; similar to Paratroopers and Stormtroopers
For Mother Russia
Standardization change to bring in line with other similar abilities.
Sprint now cancels when in combat
Soviet HQ
Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.
Medic radius from 20 to 25
USF
Airdropped Combat Group
Manpower cost from 350 to 380
Cluster Bomb
Cluster bombs previously arrived too fast for team weapons to avoid, even if they began packing up on smaller maps. The delay has been increased to allow players to dodge out of the way.
Added 1 additional second to delay before the plane arrives
USF Grenade Package unlock
Manpower cost from 150 to 100
M36 Jackson
In order to make the Jackson slightly more vulnerable to medium tanks when caught out of position, its armor has be decreased.
Armor from 130 to 110
OKW
OKW Battlegroup Headquarters
Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.
Medic search range from 20 to 25
Sturmtiger
Grenade ability is now a timed passive. Automatically attacks enemies for 30 seconds
Grenade AOE damage from 1/0.35/0.25 to 0.75/0.4/0.25
Grenade AOE distance from 1.25/2.5/3.75 to 0/1.25/3.75
Grenade reload duration from 0 to 4
Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.
Can now be called in if the Tiger II has already been deployed (or vice versa)
Jagdtiger
The Jagdtiger is receiving some changes to make its cost and veterancy more in line with its recently adjusted performance.
Fuel cost from 260 to 245
Veterancy requirements from 4500/9000/18000/22500/29925 to 4050/8100/16200/20250/26932
LE.IG/Mortar Half-Track Incendiary Barrage
The DOT against emplacements has been slightly reduced. Previously a full salvo would almost kill an emplacement if it was at full health.
DOT Incendiary +25% against Commonwealth Emplacement tag removed.
Brings DOT damage per tick versus defenses from 4.67 to 3.75
Panzerfusiliers
The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.
Veterancy 2 AT Grenade range boost removed
Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown.
Fallschirmjaeger
The Panzerfaust is being removed from Fallschirmjager to increase their vulnerability to vehicles.
Panzerfaust removed
IR 251 Half-track
Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a considerable direct vision.
Vision now narrows to 120 degree arc when set-up and increases vision to 80
New ability: Detection – Spot nearby units around the half-track on the mini-map for 30 seconds. 15 munitions and 60 seconds recharge.
Fuel cost from 5 to 10
OKW LeFH 18
Population from 15 to 13
Ostheer
Heavy Panzer Korps
In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.
Now reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
Reduces the reinforce cost of all team weapons by 10%
Increases the capture and decapture rate of all Ostheer infantry units by 25%
Tech Changes
Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:
Battlephase 2 tech from 90 fuel to 105 fuel
Battlephase 3 tech from 25 fuel to 35
Support Armour Korp -T3- no longer has a fuel cost
Heavy Panzer Korp -T4- building no longer has a fuel cost
Credit to Derbyhat AKA Jibberjabber for originally proposing this change.
Pak 40
Due to Ostheer's weakness to light vehicles, we are slightly boosting the horizontal tracking speed of the Pak 40 to allow it better track fast-moving vehicles.
Horizontal tracking speed from 12 to 14
Brummbar
Due to its cost, lower than usual range, and casemate design, the Brummbar is having its armor nerf partially reverted to allow the unit to engage fortified positions.
Armour from 240 to 260
Panzerfaust - all variants, including OKW
The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.
Projectile speed from 55 to 25
Fragmentation Bombs
The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency against targets in the center of the map.
Delay from 2 to 4
Plane speed from 175 to 275
Ostheer LeFH 18
Population from 15 to 13
Puma
Tech requirement removed
Requires 5 CPs to be unlocked
Now requires to be built from the HQ building.
Bug Fixes
As always: a huge thanks to all the community members who have reported bugs so that the team could identify them and look into fixes.
Fixed an issue where Obersoldaten models equiped with IR STG 44s would die in a "T-pose" (special thanks to community modder Sneakeye for the solution)
B4 target size from 1 to 20
Fixed an issue where the Panzerfusilier Grenade AOE distance values were not properly set to 1/2/3
KV-8 45mm should now recognize prioritize vehicle commands
Recovery Sappers should no longer lose their minesweepers or weapons when reinforcing with multiple slot items.
Ostheer Medical Kits should now immediately go on recharge after use
Valentine should no longer reveal itself on random occasions when in Recon Mode
Le.FH 105mm Howitzers should now correctly have 5 levels of veterancy when recrewed by OKW
Sturm Offizer Forced Retreat can no longer accidentally be used on retreating units (which could double their retreat speed)
Ostheer Puma no longer shares the same hotkey with the 222
Fixed an issue where the Stuart and Greyhound 37mm had higher aim-times than other vehicles
Fixed an issue where the Puma Aimed Shot applied to the Crocodile’s flamethrower rather than the main gun
Fixed an issue where the Volksgrenadier cover sight bonus activated at veterancy 5 rather than veterancy 4
Fixed an issue where Assault Guards were 6 population rather than 8
Fixed an issue where Assault Engineers did no receive their -10% received accuracy at veterancy 1.
Fixed an issue where the Tiger in Mission 8 would receive heavy engine damage when recrewed
Fixed an issue where team weapons in the Soviet campaign would receive destroyed engine criticals
Fixed an issue where certain units would not receive a bazooka when picked up
Fixed an issue where Sappers would receive a different Bren Gun profile when picking one off the ground
Fixed an issue where the 6 Pounder's veterancy requirements were incorrect; was using values for the Pak 43 and not the Pak 40.
This update is to address minor bugs and non-balance issues from the Winter Balance Patch.
We are monitoring unit performance as well as overall player sentiment and will make any necessary minor balance adjustments in the coming weeks.
Additionally, localization for a few non-English text strings will also be added in the near future.
Changelist
Fixed a bug with the Soviet Zis field gun in which the gun became invincible in a certain situation. Full credit to Aerafield for reliably reproducing this bug, and to Sneak Eye for engineering a fix.
Added new Icons for British Assault and AT sections. Full credit to Osinyagov, Sneak Eye and Kasarov for devising these new icons based on feedback
Updated or fixed various icon issues which were not properly implemented in original patch
Fixed hotkey conflicts with Assault Tommies Thompson upgrade
Fixed Assault Tommy reinforce cost. Now correctly set to 28
Fixed incorrect speed value for Panzerfausts. Speed is now set to 15
Conscript 7th man upgrade now uses capeless Guards model
Updated SVT weapons crate to grant 60 munitions when picked up by allied players
Fixed requirements issue with Strategic Reserve doctrine Panzergrenadier smoke
Localization fixes
Fixed Loc string text issues with British Assault Tommies
Fixed Loc string text issues with British Anti-Tank Tommies
Fixed Loc string text issues with British Officer
Fixed Loc string text issues with the Forward Headquarters Glider
The following are minor changes that are intended to mitigate a few oppressive or frustrating aspects of the British faction, without reducing their overall effectiveness.
Bolster
Bolster is being pushed back to require the Platoon Command Post. This change should delay the power spike of fast 5 man squads by forcing them to purchase tech, rather than additional units.
Now requires Platoon Command Post
Universal Carrier Vickers
The Vickers K is being delayed to reduce its impact in the early game. This will delay an upgraded UC if a player opts to build a larger number of units instead of teching.
Now requires Platoon Command Post
Perimeter Overwatch
Perimeter Overwatch is having its duration reduced to prevent the UKF from locking out large portions of the map for an extended period of time. The sight bonus has also been altered to reduce its impact without spotters.
Time reduced from 120 seconds to 60 seconds
Sight bonus no longer stacks with Anvil; Anvil bonus sight takes priority.
Commando Regiment Assault Ability
This change will put the Assault ability on-par with other infantry combat boosts abilities in terms of its timing.
Command point requirement increased from 4 to 6
British M5 AA upgrade
Standardization of AA upgrades across all M5 Half-Tracks.
Reduced upgrade time from 45 to 30
Soviet
IL-2 AT Rocket Run
IL-2 Rocket Run is getting a slight munition increase to match its performance. We will continue to monitor the ability for the future.
Cost increased from 100 to 125
OKW
IR Half-track
The population of the Half-Track is being reduced to better match its performance as a support unit.
Pop cap reduced from 5 to 3
Goliath
Now requires 1 Command Point
Ostheer
All Out War Passive
Due to the nature of this issue overriding other capture bonuses provided by ability, we are removing the capture bonus.
10% Capture Speed Bonus Removed.
Bug fixes
Credit to Sneakeye, Miragefla and Janne252 for engineering fixes for the following issues.
Implemented fix for Panzerfaust misfiring. Credit to Sneakeye for targeting this longstanding issue.
Sturmtiger Veterancy 4 Range bonus should now properly apply.
Valentine population requirements corrected to 7 from 12
Fixed issue in which all mortars would get stuck when cancelling ability at a certain time in the animation
Fixed issue with Panzerfusilier G43 and Panzershreck buyback options
Fixed issue with DP28 speech codes
Fixed issue with PTRS speech codes
Fixed an issue where T34s could Ram even when under the damaged engine effects of a Panzerfaust snare.
Fixed an issue with Goliath requirements
Icon Addtions
Added updated icons for various units. Credit to Sneakeye, Osinyagov and Kasarov for their work here.
Localization Updates
Fixed missing Loc string issue for a number of items
Map localization bug addressed (Mill road and Bocage now available)
Fix for Stormtrooper upgrades bug
Additionally, we have a temporary leaderboards issue fix - Unrelated to Hotfix
After doing the following on Steam, leaderboards should display:
-Steam -> Settings -> Web Browser and clear both web browser cache and cookies, then restart Steam
A special thanks to Miragefla for leading the balance team, test mod implementation, and patch integration process.
Of course, a big thanks to the rest of the community balance team; Sander93, Sturmpanther, Tightrope, JibberJabberJobber, Aerafield, Stark_PL, and Whorunbartertown, with mod and UI support from Osinyagov, and Janne252. These folks have invested a lot of time and effort designing, discussing, testing, and surfacing your feedback for consideration.
A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.
We hope you enjoy the update.
General
Main Gun Criticals
To lessen the impact of RNG in tank engagements, the chance for a main gun critical has been reduced. This will mainly affect 160 damage sources against 640 health medium tanks.
Main Gun Critical now has a chance to trigger at 20% life rather than 25%
Critical Shot and Aimed Shot against Casemate Vehicles
Sniper Critical Shot and the Puma Aimed Shot are having their critical against casemate vehicles adjusted to be less potent, but still forces these units out of the fight for a short period of time.
Stun now disables weapons and reduces speed by 80% for 5 seconds rather than completely disabling the vehicle for its duration.
Mobile AT Gun Squads
ATG squads are being made more vulnerable to small-arms fires to make it easier for players to punish anti-tank guns that are out of position with infantry and force these units to remain further back and utilize their range advantage or be supported against assaults.
Now have an innate penalty of +10% received accuracy
Infantry-Based AT Rifles - Boys AT Rifles, PTRS-41
AT Rifles are being made more responsive, making it more difficult to dodge the opening volley and in-line with other infantry AT weapons. Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke.
Ready-aim time from 1.25 to 0.5
PTRS Rifles can now attack ground and has a projectile
To increase the effectiveness and responsiveness of smoke barrages, the speed at which they fire shells and rotate has been adjusted. Furthermore, smoke barrages will no longer share a cooldown with the primary barrage to allow players to have on-demand smoke.
Infantry Mortar pivot time from 2 to 1.25
Smoke Barrage wind down from 2 to 0.375
Number of smoke shells per barrage from 3 to 4
Scatter bonuses at veterancy 3 no longer apply to smoke barrages
Smoke Barrages no longer share a cooldown with the primary barrage
All Heavy Machine Gun Teams
The following change will increase the durability of machine guns when they are in the open with two members of the crew standing forward to draw fire away from the gunner. We have also added a manual reload feature to the unit.
Formation changes; when in the open, two of the crew members will now stand slightly ahead of the MG.
Manual Reload added.
All Non-Squad Based Medics
Medics assigned to structures now have a healing aura. This will make it easier for medics to heal infantry and lessen the healing time lost by medics moving from model to model.
Now have a healing aura that heals 7.5% of an infantry models health per second in an area of 5m; does not stack on itself.
All Snipers
Snipers are receiving nerfs to their base sight to make it harder for them to spot infantry without support in the early game. This should make lone snipers have less of an impact early game, as they must get closer to their target, or have units risks themselves to enemy fire to get sight. To compensate they are receiving a slight price decrease.
Cost from 360 to 340
Sight from 45 to 40
Will no longer auto-target vehicles.
Veterancy 2 +20% sight bonus to +25%; total is now 50 from 54
All Allied Half-tracks: M3 and M5
The following change puts Allied half-tracks in line with the Ostheer 251. This will make these platforms more effective at projecting field control by allowing wounded infantry to heal up when onboard and increases their utility outside reinforcing squads.
All M3 and M5 half-tracks will now heal infantry in their hold, following the same mechanics as the 251
M3 Medical Crates removed
All Panzer V Panthers and Command Panthers
Panthers are receiving an increase to their base accuracy to improve their consistency against vehicles while retaining their slow rate of fire.
Panther accuracy from 0.06/0.045/0.035 to 0.065/0.05/0.04
All Panthers now share the same selection group
All Sherman M2HB (All Variants)
The pintle machine guns are being standardized amongst all the M4 Sherman variants for consistency.
Upgrade time standardized to 35
Cost standardized to 60
Damage profile of the 76mm M4A3 50cal standardized to the M4A3 75mm 50cal
All Plane Crashes
Plane crashes are having their damage against infantry reduced. This will cause considerable damage to infantry, but crashing planes should no longer be able to wipe out full health squads.
No longer deals an instant death critical to infantry
Near AOE from 1 to 0
Damage against infantry reduced by 66%
Trenches
Trenches are having their target size increased to make them more vulnerable to a variety of weapons such as tank guns and ATGs.
Target size from 2 to 17; target size no longer changes when garrisoned or ungarrisoned
Infantry-Based Flamethrowers
Infantry-based flamethrowers are having the number of bursts required to set a building alight reduced to make it easier to neutralize ambient buildings.
Number of bursts needed to set buildings alight from 30 to 15.
Sandbags
Sandbags for line infantry have been adjusted to take longer to construct. A player must now give up more time to plant sandbags on key locations. The cover radius of sandbags has also been adjusted to make it easier to neutralize sandbags with wire.
Sandbag build time increased from 12 to 18 seconds for Infantry Sections, Riflemen, Conscripts and Volks
Sandbag cover radius modified decreased. Properly placed wire should now stop units from gaining heavy cover, unless they are directly against the sandbags.
Quality of Life
AT Vehicle and AT Gun Vehicle Prioritize (Firefly, M10, M36, SU-76, SU-85, Jagdtiger, Jagdpanzer, Elefant, StuG G, All AT Gun squads)
A number of units will now have Prioritize Vehicle active at the start, reducing the amount of player input needed to ensure dedicated AT units do not engage infantry.
All AT vehicles and mobile ATG squads start with prioritize vehicle active.
All Heavy AA Units (Bofors, 20mm Flak, Centuar, Ostwind, all anti-air Half-tracks)
All AA units now have the 'Prioritize Aircraft' ability: When active, the unit will only fire upon aircraft, ignoring all other targets.
Call-In Infantry in High Resource Games
This change puts 0 CP infantry in High Resource Games in-line with other call-in troops without affecting regular game modes.
All CP 0 call-in infantry can be immediately deployed at the start of the game in High Resource games.
All Barbed Wire and Reinforced Wire
The following change has been made to ensure engineering units do not accidently get caught in their own wire. Occassionally engineers could get caught in wire, even if they were positioned in such a way that appeared to be clear of obstacles.
Will now only begin blocking units when friendly models are not within 2 meters of the object.
All Clip-Based Units and Armoured Cars; M15 AA HT, 251 Flak HT, Ostwind, M20, 222, Bofors, Flak Emplacement, Panzer II Luchs, 221, M5 Quad
The following change will allow players to ensure these units have their clip-based weapons fully loaded without needing to force attack or attack ground.
-Manual Reload added.
Formation Changes
The following squads have had their formation changed to the Infantry Section formation: Assault Officer Squads, Pathfinders, Grenadiers, Partisans, Vehicle Crews
Support weapons- ie Panzerschrecks - now go to the front in V-Formations. Affects Panzergrenadiers and Stormtroopers
Panzerfausts
The following change was done to address the issue of mis-clicks where one could target a neutral structure rather than a vehicle if both objects were close enough. The Panzerfaust already does very limited damage against ambient structure so nothing will change in most circumstances. Panzerfausts will still retain their ability to attack objects like Fighting Positions and faction built structures.
Can no longer target ambient structures
Hold Fire
The following change was to address the issue of vehicles revealing themselves with their secondary weapons against both land and ground targets. Secondary weapons will not auto-engage unless hold-fire is de-activated. The only exceptions to this rule are the Brummbar and Dozer which excel in attack-ground micro. Their MGs will still target infantry that are within range when hold-fire is active.
Now applies to all weapons on a vehicle
Brummbar and Dozer Pintle MGs will still target infantry on hold-fire; they will not auto-target aircraft.
All Light Vehicle and Light Tank Wrecks
The following change has been implemented so LVs can no longer get trapped if the other LV died right next to the unit.
All light vehicle wrecks are now crushable by other light vehicles
Grenades versus Mines
Explosive Grenades will now always penetrate mines and detonate them
USF is the only faction that can reliably break a population of 100 thanks to their ability to decrew their vehicles. To discourage the player from going over the population and continuing to build vehicles, we are introducing a penalty. When the player breaks 110 population, they will take a further manpower penalty.
At 110 population, the USF player will be penalized -100 manpower until they go below 110 population.
Officer Transfer Orders
Given how USF is given a free officer as part of their teching structure, we are giving players an option to call-off their officers to avoid taking up population. This is primarily for the late game where a player back-techs but does not want to be burdened by a fresh officer squad.
New Ability on Barracks: Officer Transfer Orders
Ability forces the selected Officer squad - Lieutenant, Captain, Major - to withdraw from the map. This ability does not refund any resources.
BAR Drop-Rate
As BARs are often liable to drop when paired up with other weapons when squads are reduced to a single model, the drop rate of the BAR is being reduced.
Drop-rate from 33% to 20%
Vehicle Crews
Vehicle Crews are having their reinforcement price reduced to better reflect their weak stats.
Reinforce cost from 30 to 28
Ambulance
The following change will make the Ambulance take slightly longer to be destroyed when in the base sector from both direct and indirect attack.
Now receives -20% damage when in the HQ sector
Rear Echelon
We are reducing the reinforce cost of Rear Echelon to better match their combat performance. The unit is also receiving a slight increase in veterancy requirements to match their current cost along with their ability to take items from Weapon Racks.
Reinforce from 25 to 23
Veterancy requirements from 320/640/1280 to 400/800/1600
Riflemen
AT grenades are now being made available after USF players have met specific tech requirements. This will make it harder to rush USF infantry with ultra lights that have yet to gain veterancy along with making fresh Riflemen in the late game viable as snare squads.
Veterancy 1 now grants -25% recharge rate
Veterancy 3 -33% ability recharge from 50%; value is multiplicative with veterancy 1
AT Grenades no longer requires veterancy 1. Now requires either Mechanized Platoon, Mechanized Platoon, or Double Officers.
M1 81mm Mortar
Given the weaker stats of the USF mortar in terms of its AOE, the unit is receiving a slight price reduction to better reflect its performance. Barrage accuracy is also being put on par with other mortars.
Cost from 240 to 230
Barrage scatter angle from 10 to 9
Distance scatter max from 8 to 7
Lieutenant
This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation grenades.
Smoke now shares a cooldown with Frag Grenades
M7 Light Anti-Vehicle Mine
The build time of the M7 Mine is being decreased to make these cheap mines easier to plant.
Build time from 6 to 5
M2HB 50cal
The M2HB is having its set-up time increased. This should make it easier to outmanoeuvre and punish when caught out of position. Ready aim-time has been adjusted to be more consistent, and the unit should now be harder to 'deathloop' as models remanning the weapon will respond much more quickly. The retreat speed bonus it had over other units has been removed with the adjustment of attach-time.
Ready-aim time from 0.375/1 to 0.5
Setup time from 1.375 to 2.375
Attach time from 1.3 to 0
Retreat speed bonus from 3.15 to 2
M20
The M20 is having its build-time reduced so it can arrive sooner onto the battlefield. Furthermore, its armoured skirts are being reduced in price to better match their performance.
Build time from 55 to 45
Skirt cost from 70 to 50
M5 Stuart
Point-Blank Engine Shot is being adjusted to make it useable against mobile vehicles. Previously, the Stuart had to get incredibly close to its targets to cause engine damage which would put the unit in range of snares, anti-tank weapons, and incoming damage that would make short work of the light tank. The effects will be less potent, but the trade-off for useability should allow the tank to have an impact in fights when using this ability.
Engine Shot range from 5 to 15
Engine Shot cost from 60 to 45
Engine Shot now slows vehicle speed by 50% and rotation by 25% for 8 seconds rather than causing engine damage
Engine Shot can now be used on the move
Engine Shot ready aim-time from 0.125 to 1.5
M1 75mm Pack Howitzer
The Pack Howitzer is having the AOE distance of its HE rounds reduced, increasing the damage drop-off of shells. The unit previously did too much damage to infantry within the 1.5-3m mark despite its range and accuracy over mortars. In exchange, the unit is having its crew size increased to improve survivability.
Barrage and Auto-attack HE AOE Distance from 1.5/3/4.5 to 1/2/4.5
Crew size from 5 to 6; population unchanged at 8
M15 AA Half-Track
To give the Captain some anti-sniper power, the machine guns on the M15 are gaining bonuses against snipers. The AA mode for the M15 is also being toned down as the M15 has multiple guns dedicated to killing aircraft while other AA units only have one. The lowered effectiveness of the M15 against aircraft comes from the fact AA mode will now enable the M15 to engage air targets with a 360 degree arc rather than a 270 degree arc, making the unit more effective against planes that fly directly overhead of the unit.
M15 machine guns now have a +15% accuracy bonus against snipers
Machine Gun AA Chance to kill planes from 15% to 8%
AA Mode disables the M15 from engaging ground targets, but grants its weapons the ability to be fired in a 360 degree arc.
Major
The following change was done to match other aerial recon abilities.
The Major is no longer locked in place when using Aerial Recon abilities.
Can now direct which angle the planes come in.
M4A3 75mm Sherman
The experience requirements of the Sherman has been reduced. Previously the value was above the usual experience values for a unit of its price.
Experience requirements from 2020/4040/8080 to 1780/3560/7120
M8 Scott
The M8 Scott is having its auto-fire range reduced to force the unit to move further up when it is used for direct-fire missions. In exchange, the barrage of the M8 Scott has been reworked. While the shells do not have the OHK radius of auto-fire shells, the lower scatter, increased rate of fire and reduced damage drop-off should allow the M8 Scott to function as an artillery unit, something USF lacks in the late game.
Auto-fire range from 60 to 50
HE Barrage scatter max from 10 to 7
HE Barrage Damage from 100 to 80
HE Barrage AOE damage from 1/0.25/0.1 to 0.75/0.4/0.2
HE Barrage AOE distance from 1/2/3 to 0.75/2/4
HE Barrage Angle scatter from 7 to 6
HE Barrage shell count from 4 to 5
HE Barrage reload from 2.75/2.9 to 1.75/2.9
Barrage shells now use mortar explosion effects to distinguish them from auto-fire rounds.
Veterancy 2 scatter bonus now applies to the barrage instead of the unit's autofire
Smoke no longer shares a cooldown with the main barrage
Human Crush removed
M36 Jackson Tank Destroyer
The Jackson is having its veterancy 3 penetration bonus decreased to reduce the unit's impact against the heavy armor of Axis vehicles that have gotten lower over the years. Players will still have the option of HVAP to penetrate the heaviest tanks.
Veterancy 3 penetration bonus from +30% to +20%
WC 51
The WC-51 is receiving adjustments to make it easier to fight early game. The lack of self-repair and reduced ability to kite infantry should lower the WC51's ability to dominate early infantry fights and force a Rear Echelon unit to repair the vehicle. Shared veterancy has been added to allow the WC51 to scale, in addition to the unit already having a number of late game abilities that other ultra lights lack.
Step on it from 0 to 15 munitions
WC 51 MG range from 45 to 35
Veterancy 1 now increases range by 5
Can no longer decrew; crew changed to Riflemen models to represent this change
Now gains shared experience
Experience requirements from 300/600/1200 to 530/1060/2120
Calliope
The following change was done to match other rocket artillery which have received lower bonuses from veterancy.
Veterancy 1 -10 second ability recharge removed.
British
British HQ Structures
To make it easier to utilize other healing options, infantry will now retreat directly towards the HQ,
rather than to the Platoon or Company Command Post.
Infantry will now rally towards the HQ Truck rather than to other base structures.
AEC and Bofors Tech
The AEC and Bofors upgrade will no logner lock each other out. The resource requirement for each unit did not warrant a lock-out, particularly for the Bofors
AEC and Bofors tech are no longer mutually exclusive
Forward Assembly
The Forward Assembly is seeing a reduction in its build-time. This should make it easier to establish a Forward Assembly as a reinforcement and healing point.
Build time from 45 to 37.5
PIAT
The PIAT is having its cost reduced due to the limited number of British troops that are effective with the weapon. The accuracy increase should also improve its performance at range to help zone out vehicles.
Accuracy from 0.025 to 0.028
Munition cost from 50 to 45
Mill Bombs
The Mill Bomb is having its fuse time increased to match other non-elite fragmentation grenades.
Mill bombs fuse time from 1 to 1.25
Royal Engineers
Royal Engineers are being moved to the HQ to encourage different builds from the British, help provide map control over the more expensive Infantry Section, and provide a cheaper supporting unit. A number of their abilities and construction options are being pushed back to avoid having a significant impact in the early game.
Now trained in the HQ rather than the Platoon Command Post
Destroy Cover, Heat Grenade, and Forward Assembly require Platoon Command Post
Capture rate from 1 to 1.25
Royal Engineers and Recovery Sappers now share the same selection group
Infantry Section
The capture rate of Infantry Sections is being lowered to reduce the ability of the British faction to snowball their map control through pure Section builds. The munition cost of medical kits has also been increased to match their performance and ability for Sections to sustain themselves on the battlefield.
Capture bonus from 1.25 to 1.15
Medical Kit cost from 30 to 45; upgrade time from 10 to 25
Vickers Heavy Machine Gun
The Vickers HMG is having its veterancy 1 ability modified to allow it to be used in more situations that do not require the unit to be placed in a garrison. It will also give the British an option to ward of light vehicles with their machine gun.
Veterancy 1 Garrison bonus replaced with 'Take Aim!' ability
Take Aim: Timed ability. Improves accuracy by +15%, adds +6 to penetration, and improves range by +7. 30 second duration. 15 munitions. Can be used in garrisons.
Medics
Given the changes to Royal Engineers and the timing of most healing options for other factions, Medics are being moved into the Platoon Command Post.
Automatic healing removed
Moved to Platoon Command Post from HQ
Population from 3 to 2; models no logner take population
Can no longer recrew team weapons
Healing abilities replaced with ambulance-like AOE healing ability that locks squad into place and slowly heals units in proximity over time. Heals 0.25 in a range of range 15.
Universal Carrier
The Universal Carrier is receiving a slight nerf by adding a fuel cost to the unit. Its effectiveness in the early game warrants a slight delay to British teching. Suppresive Fire is also having its price increased to match other on-demand suppression abilities.
Fuel cost to 5
Vickers K 'Suppressive Fire' ability munition cost from 10 to 20
Assault Officer
The British Assault Officer is having his capture rate increased to compensate for the nerf to Sections. His experience requirements have also been reduced to decrease the time needed to gain veterancy.
Capture rate from 1 to 1.25
Experience requirement from 720/1440/2880 to 680/1360/2720
AEC
The AEC is seeing a build-time increase to push the unit back slightly to give other LVs more opportunities to roam before the unit appears. The sight is also being reduced to make it more difficult for the AEC to hunt for targets on its own.
Build time from 45 to 60
Sight from 50 to 42; veterancy 2 returns sight to 50
Cromwell
The Cromwell is having its veterancy adjusted to provide more mobility to the unit early on for a slight reduction in offensive power. The unit has also received a new veterancy 1 ability to improve the Cromwell's abilities at finding vulnerable vehicles and finishing them off.
Added 'Hunt' ability: Increases penetration and moving accuracy by 20% and detects vehicles within 60 range in the FoW for 25 seconds for 30 munitions. Available at veterancy 1.
Veterancy 1 Smoke recharge bonus removed.
Veterancy 2 +35% weapon traverse speed and +30% reload bonuses moved to veterancy 3
Veterancy 3 +20% reload speed, +20% rotation speed, +20% de/acceleration, and +20% maximum speed moved to veterancy 2
Experience requirements adjusted from 1820/3640/7280 to 1780/3560/7120
Centaur
The Centaur is seeing increases in its mobility and speed. Previously, unit's poor movement stats made it difficult to use with its average survivability. The unit's veterancy requirements have also been reduced due to its nature as an AI tank.
Speed from 5.2 to 5.6
Acceleration from 1.8 to 2.2
Rotation rate from 28 to 32
Experience requirements from 1720/3440/6880 to 1440/2880/5760
M4A2 Sherman Firefly
The Firefly is having its turret rotation improved. Its current turret rotation speed makes it track slower than most case-mate tank destroyers. The unit's speed at veterancy is also being improved. These changes should make the unit feel more responsive.
Veterancy 1 now grants a +10% speed boost
Turret horizontal and vertical traverse speed from 18 to 22
Veterancy 2 Turret traverse speed bonus from 1.35 to 1.15
Churchill Infantry Tank
The Churchill is seeing improvements to its main gun which will now always use the shortest reload value. The unit has also gained the ability to be upgraded with the tank commander to improve sight and accuracy. The unit has also gained a fixed machine gun to improve its AI value late game, though its rear armor has been reduced to make it more vulnerable to being flanked - the rear armor, however, is still higher than usual when compared to other tanks.
Tank Commander upgrade added
Rear armour from 180 to 150
Veterancy 1 now grants a Vickers K pintle; weapon follows the rotation of the turret:
DPS at 0/10/15/20/25/30/35:
8.07/5.90/4.99/4.15/3.38/2.71/2.14
Reload from 6.125/7 to 6.125
Comet
The Comet has received slight nerfs to its scatter to make the unit less potent against infantry. The turret traverse has also been reduced which was too high compared to most other vehicles which included M4 Shermans.
Fixed an issue where the Comet's near AOE damage was incorrectly set at 1 rather than 0.75
Scatter from 5.25 to 5.75
Comet turret traverse from 45 to 40
Mortar Emplacement
The Mortar Emplacement has received a number of changes to make it more usable by being cheaper to initially put down. By granting only one mortar to the player, the UKF player does not need to expend a large amount of resource to get access to basic indirect-fire. The addition of the heavy mortar barrage will give the British a long-range late game artillery unit in the core. The 2nd mortar has also received a slight increase in auto-fire ready aim-time so both shells do not land immediately.
Cost from 350 to 250
Mortar 2 auto-fire ready aim-time from 1 to 2
Now starts with one mortar active.
2nd Mortar can be activated by upgrading the Emplacement for 100 manpower. 20 second research.
Can now fire a Heavy Mortar Barrage up to range 150 once Hammer or Anvil have been unlocked.
Heavy Barrage fires a total of 8 rounds into the target area with a 100 second recharge; affected by veterancy.
Bofors AA Emplacement
The population of the Bofors is being reduced to match its effectiveness and cost.
Population from 10 to 8
17 Pounder Emplacement
The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their performance.
Piercing Rounds from 90 munitions to 60 munitions
Valentine Mk IX
The Valentine must now be built from the HQ as a delay mechanism. Previously it could arrive too quickly for the amount of damage it could cause along with its good survivability.
Now needs to be built in HQ after being unlocked at 5CPs
Medical kits are receiving a lower cost to incentivise their use.
Cost from 15 to 10 munitions.
Pioneers
Pioneers are having their veterancy requirements slightly adjusted due to mediocre combat potential. Received accuracy is also replacing an accuracy bonus as the unit is not meant to be on the offensive without support.
Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy
Veterancy requirements from 400/800/1600 to 340/680/1440
Grenadiers
Grenadiers are having their formation changed to make it more difficult to focus a single model, given their four man squad size. Veteran Squad Leader upgrade is also being adjusted to make the squad less potent, rather than a straight improvement over the LMG 42 upgrade.
Formation changed to Tommies; mentioned above in the formation changes.
Received Accuracy bonus from Veteran Squad Leader removed
Veteran Squad Leader G43 exchanged for Volksgrenadier StG 44
Sniper Incendiary Shot
The Sniper's incendiary shot has been modified. It will no longer fire faster the closer a hostile unit is to the sniper and it will no longer allow the sniper to snap off another shot immediately after firing the incendiary round. In exchange, the stun should now always go off on targets reliably and its price has been reduced.
Incendiary Shot aim-time multipliers from 0.25/0.625/1 fro 1/1/1
Incendiary Shot cost from 45 to 40
Incendiary Shot will now reliably stun infantry squads, even if the unit is spread out.
Incendiary Shot now forces a reload upon completion
Panzergrenadier
Panzergrenadiers are having their grenade range exchanged for a recharge bonus due to the lethality of the bundle grenade.
Veterancy 3 Grenade Range bonus changed to a -25% ability recharge on Bundle and Smoke Grenades
Ostwind
The Ostwind is having its experience requirements lowered due to its role as an anti-infantry tank/AA tank.
Experience requirements from 1790/3580/7160 to 1530/3060/6120
StuG III G
Given that the StuG G must cycle a reload before it can fire TWP for a fairly weak blind, we are increasing the ability's damage. Previously, it was better for the StuG G to not use this ability as raw damage was more important against most targets.
Target Weakpoint damage from 80 to 160
Sturmpanzer IV Brummbar
The Brummbar is having its veterancy 2 armor bonus slightly reduced and the Bunker Buster barrage is receiving a munitions cost to better reflect its power. The recharge bonus on the Bunker Buster Barrage has been lowered to compensate.
Veterancy 2 armor bonus from 1.2 to 1.154; total from 312 to 300
Bunker Buster Barrage munition cost set to 30
Bunker Buster Barrage recharge from 120 to 90
Bunker Upgrades
Due to the nature of these upgrades, the exclusivity has been reduced.
Medic and Command bunker upgrades no longer mutually exclusive
Panzerwerfer
In general, rocket artillery is receiving reduced veterancy recharge bonuses to lessen the impact of veteran rocket artillery which could recharge extremely quickly for the amount of damage they could cause. The Panzerwerfer itself is having its Counter Barrage veterancy ability removed and being given a low angle barrage which will allow it to get individual rockets on target faster.
Veterancy 1 Counterbarrage ability removed
Low Angle Rocket barrage added at veterancy 1 for 30 munitions. Fires 10 rockets into the target area at low angle with a 0.25 cooldown between each rocket. These rockets do not deal suppression.
Veterancy 2 recharge bonus from 40% to 20%
S-Mines
S-Mines are receiving suppression to lessen their ability to wipe out squads without warning that accidentally step into larger fields. Squads will still need to step on 2-3 mine patches to be suppressed.
Now deals 0.2 suppression.
Osttruppen
Osttruppen have been moved to the Infanterie Kompanie. Previously, the unit allowed for very potent tech rushes into either Panzer Grenadiers or light vehicles that certain factions had issues responding to. Their panzerfaust range has also been reduced due to their larger squad size over Grenadiers while slot weapons given to Osttruppen will now deal more damage when the unit is in cover. The latter should improve the mid-late game performance of Osttruppen.
No longer called-in
Now available from Infanterie Kompanie; build time of 21 seconds. Costs 200 manpower
Now gains +25% weapon accuracy with slot items when in cover
Panzerfaust range from 18 to 15
Assault Grenadiers
Assault Grenadier Sprint will now require Battlephase 1. This should make early engagements against Assault Grenadiers more meaningful, allowing infantry to disengage and maneuver around this unit without immediately being rushed down.
Sprint locked behind Battlephase 1
Jaegar Armor Commander
The following change was to address the issue of the Jaegar Armor commander being able to both spot and hardcounter artillery units which would be able to pressure the Elefant.
Stuka dive-bomb replaced with JU-87 Anti-tank Strafe from the Close Air Support Commander.
OKW
OKW Heavy Tanks, Sturmtiger, Jagdtiger, and Command Panther Dispatch
Due to the number of heavy tanks in the OKW arsenal, all these units will share a cooldown to prevent a player from immediately building a replacement should they have the available resources.
All abilities share cooldown with each other when one is destroyed
Battlegroup Headquarters
The OKW Battlegroup has been split into two parts. This will allow OKW to have an easier time backteching to medics or indirect-fire if they went Mechanized or for faster access to HMGs. Prices have been adjusted on all upgrade items available in the Battlegroup Headquarters.
150 manpower and 10 fuel: Offers Le.IG upon completetion which now comes from off-map rather than spawning at the Truck.
Medic Upgrade Cost: 50 manpower and 10 fuel
Battle Group Upgrade: 100 manpower and 20 fuel: unlocks 251 Flak Half-track, the UhU Searchlight Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time
Forward Retreat Point cost from 300 to 250
Schwerer Panzer Headquarters
The following changes will allow OKW doctrinal vehicles to arrive sooner, giving the player more options over the standard OKW Panzer IV which they previously competed with. Earlier, upgraded Obersoldaten should also make more of an impact in the infantry battles in the mid-game.
Fuel cost from 60 to 90
Panzer Authorization fuel cost from 60 to 30
Volksgrenadier
As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.
Flame grenade bonus damage against ambient structures to 60. Will now take 4-5 grenades to ignite a structure.
Kubelwagen
The following changes will make the Kubelwagen more effective on the move focused primarily on sniper. Previously, a Kubelwagen would do no damage when chasing down a sniper due to its extremely high penalties on its burst duration. The general improvement should not impact most infantry engagements outside extreme cases where there is a very low health squad being pursued by the Kubelwagen.
Kubelwagen moving burst duration from 0.1 to 0.75
Kubelwagen moving cooldown from 0.1 to 0.8
Raketenwerfer
The following changes should make the Raketenwerfder more responsive when new models replace members of the gun team and also make it easier to reverse move the unit. The target size of the gun has also been increased to match other ATG, making it easier to destroy when decrewed.
Target size from 10 to 20; all units will still target the crew over the weapon
Will now attempt to reverse to positions at least 60m away
Attach time from 0.73333 to 0
Sturmpioneers
Adjustments are being made to Stumpioneers to allow their Panzerschrecks to be a functional upgrade and diversify OKW builds. Their high costs and fall-off in the AI role mid-game makes it impractical for multiple Sturmpioneers to be fielded. Population is also being reduced to help OKW's population issues in the late game.
Panzerschreck and minesweepers no longer mutually exclusive with each other; Panzerschreck can be rebought if dropped
Panzerschreck cost from 70 to 60
Population from 8 to 7
Concussion grenade cost reduced to 20 at veterancy 4
251 Flak Half-Track
With the changes to the Battlegroup Headquarters, the Flak Half-Track is receiving a build-time decrease to maintain its timing.
Build time from 60 to 45
Le.IG 18
The following change will make the Le.IG more responsive when firing its smoke barrages.
Smoke ready-aim time from 1.75 to 0.125
Weapon vertical speed when firing smoke from 15 to 35
Smoke reload from 2.3/3.6 to 0.5/1.25
251 IR Half-Track
Adjustments have been made to the 251 IR Half-Track to allow it to better spot camouflaged units given its role as a spotting unit. We are also giving the unit a reconnaissance ability to allow the 251 to operate better on maps with significant LOS blockers.
Passive camouflage detection from 10 to 25
Detection ability improves camouflage spotting from 25 to 35
Recon plane ability added for 50 munitions
Panzer II Luchs
The Luch's veterancy 5 Suppressive Fire ability is being improved by allowing its coaxial to deal suppression in addition to the main gun. This will allow the Luchs to pin infantry after several seconds of sustained fire. The Luchs will also be more effective against units in heavy cover and garrisons. Previously, the unit did too little damage to troops in strong cover, despite its AI role. The Luchs has also gained an improvement in stealth detection, allowing it to be a capable scout/infantry hunter.
Coaxial MG now deals suppression during 'Suppressive Fire' ability.
Coaxial burst length increased by 300% during Suppressive Fire and accuracy reduced by 50%.
Now is detected by enemy units within 15m rather than 20m when Cautious Movement is active
Detection range from 5 to 25; reduced to 15 when cloaked
Damage penalty against heavy cover and garrison cover from 0.25/0.3 to 0.5/0.4
Sd.Kfz 234 Puma
The following change will make the early Puma less dominant against other light vehicles by reducing its ability to self-sight.
Sight from 50 to 42
Veterancy 2 now grants +8 sight
251 'Walking Stuka' Rocket Half-Track
Adjustments have been made to the Stuka Half-Track to improve its consistency against armoured vehicles. Direct hits from the rocket will now cause a penetrating hit, rather than the unit being reliant on AOE penetration to harm vehicles. Furthermore, the Napalm Rockets have been reworked to arrive earlier, hit more accurately, be less powerful, cheaper, and cause suppression. This change will make the rockets effective against clustered weapon teams which the creeping barrage cannot hit or as a weapon to halt massed infantry assaults.
Rocket direct hit penetration from 0 to 60
AOE penetration from 200/180/162 to 40/40/40
Rocket +50% bonus damage versus emplacements removed; damage from 300 to 200 against these targets
Rocket now has -25% damage against vehicles; damage from 200 to 160 against these targets
Napalm Rocket Suppression from 0.2 to 0.1
Napalm Rocket scatter from 16 to 12
Napalm scatter max from 15 to 10
Napalm Rocket FOW scatter from 3/2 to 1.25
Napam rocket DOTs spawns from 6 to 2
Napalm Rocket munition cost from 90 to 40
Napalam Rocket veterancy requirements from 4 to 1
Now deals Suppression to units hit by the initial AOE
Veterancy 1 recharge moved to veterancy 4
Veterancy 2 recharge from -30% to -20%
Obersoldaten
With the increased price of the base Schwerer Panzer Headquarters, the upgrades for Obersoldaten no longer need to be locked behind Panzer Authorization.
MG-34 and StG 44 IR upgrades no longer require Panzer Authorization
Tiger II King Tiger
The King Tiger is receiving adjustments to its veterancy. This will put its bonuses in line with other tanks, with the reload combat bonus being available within the first 3 levels of veterancy.
Combat blitz now requires veterancy 5 from 3
Veterancy 5 reload bonus moved to veterancy 3
Ostwind
No longer requires Panzer Authorization
Hetzer
With the earlier timing of the Hetzer, the target size of the unit has been increased until veterancy 1 to make the unit easier to ward off with AT weapons.
No longer requires Panzer Authorization
Target size from 15 to 17
Veterancy 1 now also provides 0.8824 Received accuracy, returning its target size back to 15.
Panther Ausf. G
The OKW Panther is being standardized with its Ostheer counterpart, receiving a nerf to its acceleration bonuses in exchange for lower veterancy requirements all-around.
Veterancy 3 de/acceleration bonus from +30% to +10%
Experience requirements from 2730/5460/10920/13650/18155 to 2530/5060/10120/13460/16825
Jeagar Light Infantry
The following is a consistency change to make JLI match other OKW infantry in terms of their combat bonuses when fully vetted. Previously JLI received another combat bonus in addition to their previous received accuracy bonus at veterancy 2.
Veterancy 5 -20% received accuracy modifier removed
The Special Rifle is having its build time decreased to allow its expensive units to arrive to the battlefield slightly sooner to make up for the tier's lack of map control.
Build time from 20 to 12
Tankiovy Battalion
The following change to the Tankiovy Battalion and Mechanized Armor Kampenya keeps the tech timing of Soviets the same for late-game vehicles, but allows light vehicles to be deployed slightly sooner.
Cost from 240 Manpower and 85 fuel to 200 manpower and 75 fuel
Mechanized Armor Kampenya
See above.
Cost from 240 Manpower and 90 fuel to 280 manpower and 100 fuel
Headquarters Medic Upgrade
Medics are having their price reduced to compensate for the fact Soviets gain few bonuses through tech compared to other factions along with the requirement of needing grenade tech later on.
Manpower cost from 250 to 200
Grenade Package
We are merging Molotovs and AT grenade into one package. This will make both grenade abilities cheaper compared to them being offered seperately.
AT Grenades and Molotovs merged into "Grenade Package" upgrade found on the Soviet HQ.
Costs 150 manpower and 15 fuel
Mobilize Reserves Global Upgrade
Mobilize Reserves is being changed to give Soviet players an option to improve their infantry in the mid-game, without having to pay a high resource cost to access the upgrade. Furthermore, Penal Battalions will now be affected by this tech to reduce their manpower bleed in the late-game.
Mobilize Reserve Upgrade now reduces Penal Battlion reinforce by 2, from 27 to 25, and increases experience gain by 25%. These bonuses also apply if the upgrade is gained through the construction of the Mechanized Armor Kampenya.
No longer requires Conscript Molotov and AT Grenade upgrade tech items
Tripwire Flare Mines
Given how cost effective Tripwire Flare mines can be thanks to their ability to inflict a model loss, provide vision, and are readily available on Conscripts and Combat Engineers, their cost is being increased to better reflect their performance.
Cost from 10 to 15
Soviet Mortar and ZiS-3 Crews
This change will make Soviet weapon teams provide more experience as they previously provided too little experience to non-infantry units. This brings them on-par with Maxim crews, but less than other weapon crews.
Experience value from 30 to 40
Combat Engineers
Received accuracy is replacing the weapon accuracy bonus at veterancy 3. This will make late game Combat Engineers more survivable.
Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy
Conscripts
The sandbag changes that were applied to the other factions will now apply to Conscripts in the early game to encourage more mobility and positioning. Conscripts will build items faster once they have veterancy as they are reliant on their sandbags during the mid-game period. Their veterancy 3 bonuses have also been reduced due to how cost-effective Conscripts are in the late game when it comes to trading with other infantry.
Veterancy 1 grants +35% increased build speed
Veterancy 3 +10% accuracy bonus removed
Penal Battalion
Penal Battalions have received a number of changes to improve their performance. Some of their late game accuracy has been shifted to received accuracy to improve their survivability on top of the previously mentioned global bonuses provided by Mobilize Reserves. Their initial cost and reinforce time has also been reduced to better reflect their numbers and initial performance. In addition, the PTRS upgrade has been altered to serve as a true AT package. Penals with AT Rifles should now be able to ward away most early game light vehicles while being more potent against heavier armor. AI effectiveness with the PTRS rifles will maintain the same DPS as previously, though, the AT rifles will not be as consistent as the more accurate and faster-firing SVT against infantry.
Cost from 300 to 290
Reinforce time from 5.4 to 4.5
Veterancy 3 weapon accuracy from +30% to +20%
Veterancy 2 Received accuracy from -15% to -23%
PTRS upgrade now grants an additional PTRS which does not drop
PTRS Rifle upgrade cost from 60 to 70
Penal PTRS accuracy from 0.15/0.105/0.06 to 0.3/0.21/0.16
Penal PTRS drop rate from 33% to 20%
UI card now shows each stage of 'To The Last Man'
M3 Scout
The M3 scout car is having armour exchanged for health, giving it more survivability against lightcannons and mines while having minimal impact against small-arms. The scaling of the M3 is also being improved by allowing it to gain veterancy faster and capture territory, rewarding unit preservation into the mid-late game.
Health from 200 to 240
Armor from 5.4/4.2 to 3.8/3.5
Now gains shared veterancy
Can now capture territory at veterancy 2
M1910 Maxim Heavy Machine Gun
The following changes will help alleviate the deathloop issue the Maxim has by reducing the time it takes for a new gunner to responsd to orders/act. Sustained Fire is also losing its veterancy requirement to give early Maxims an on-demand suppression boost.
Attach time from 1.3 to 0
Suppressing Fire ability now available without veterancy; the -50% reload bonus of the ability has been moved to veterancy 1.
Retreat speed bonus from 3.15 to 2
ZiS-3 Field Gun
The HE barrage is having its reload time increased to give team weapons more time to react when being barraged.
HE Barrage reload from 2 to 3
M5 Half-Track
The M5 is having its AA chance reduced. Previously it would immediately destroy planes due to its high rate of fire.
AA chance from 10% to 5%
Gains 'Force Reload' ability when upgraded to the M5 Quad
T-70
The T-70 is having some of its potential slightly lowered, particularly in the AI role. Recon Mode has also been adjusted to have a delay before the main gun activates, reducing its effectiveness when caught out of position.
Reload from 2.1/2.5 to 2.6
AOE capped at 3 models per squad
Recon mode forces a reload cycle upon being disabled
SU-76
The SU-76 has receieved a large number of changes to improve its performance. The firing cone has been increased, allowing SU-76s to be able to track targets more effectively and the unit will now rotate faster at lower veterancy levels. General mobility at veterancy has also been improved for acceleration boosts. The veteran ability has also been replaced with Camouflage, allowing the SU-76 to remain hidden until targets come into range.
Firing cone from 2 to 5
Camouflage delay from 5 to 2
Camouflage rotation penalty from 75% to 50%
Rotation rate from 32 to 34
Veterancy 1 Tracking replaced with SU-76 Tank Hunter Camouflage; +20% accuracy and +20% penetration on the first shot from camouflage.
Veterancy requirements from 870/1740/3480 to 1044/2088/4166
Veterancy 2 now provides +20% acceleration and deceleration
Veterancy 3 rotation bonus from 1.25 to 1.175
Can no longer crush infantry
T-34 Ram Ability
The following change has been done to lower the impact of RNG for the Ram ability and allow vehicles hit by ram to still have a chance to move away when hit to avoid incoming airstrikes.
Random Ram inflicted criticals: Main Gun Destroyed, Heavy Engine Damage and Immobilized removed
Ram no longer deals a complete stun on penetration and deflection. Instead, it will now slow target by 75% for 5 seconds and disables weapons.
SU-85
With the reduction of armour on certain Axis tanks, along with the SU85 receiving improved penetration from previous patches, the unit no longer needs high veterancy bonuses for penetration. Furthermore, the Focus Sight ability has had a reduction in vision due to how potent the ability is when paired with artillery, or other AT assests.
Veterancy 3 Penetration from +30% to +20%
Focus Sight radius from 75 to 65
Katyusha
The cost of Creeping Barrage is being slightly reduced to better reflect its performance - even with the bug fixes applied. The recharge bonus of veterancy 2 has also been reduced due to how fast veteran rocket artillery was capable of firing in the late game.
Creeping Barrage cost from 45 to 40
Veterancy 2 barrage ability recharge bonus from -40% to -20%
DShK HMG
The following changes are in line with other HMGs that have had their attach time adjusted.
Attach time from 1.3 to 0
Retreat speed bonus from 3.15 to 2
ISU-152
The ISU-152 has received adjustments to make the unit less potent in team games. The unit's ability to shell infantry from extreme range made it difficult to attack the unit when it was paired with AT support and mines which the unit could hide behind. The range of the ISU in HE mode is being reduced to make it easier to catch the ISU out of position. Concrete rounds have also been adjusted to always penetrate armor and cost less munition, though the weapon's one hit kill radius has been reduced. The bug-fix to Concrete Rounds should also make it easier to use now as the unit no longer needs to cycle a reload if it has fired a standard shell and then follows up with a Concrete Round.
HE range from 70 to 60
Rear armor from 150 to 110
ISU Piercing Shot cost from 70 to 60
ISU Piercing Shot penetration now set to 1000
Concrete Piercing AOE damage from 1/0.25/0.05 to 1/0.25/0.15
Conrete Piercing AOE distance from 1.25/2.75/4.5 to 0.25/1.5/6
Soviet Mechanized Support and Shock Motor Commanders
Similar to the Jaegar Armor Commander, we are removing the abilities of these commanders to knock out heavy artillery pieces that would otherwise put pressure on the ISU and Elefant. The Sturmovick Attack Strafe has been added to gives these commanders potent AI power.
IL-2 Bombing Runs exchanged for IL-2 Sturmovik Attack Strafe from the Advanced Warfare Commander
UI Adjustments
Critical Damage Icons
A small number of icons have been updated to address the differences between the levels of damage the vehicle has taken. The changes apply to immobilized and engine damage caused by snares. This will help better differentiate their icons from engine damage caused by mines and other sources.
Snare engine damage colour changed to yellow to represent the item being removable at above 75% life.
Immobilized icon changed to a broken tread to better differentiate itself from the different levels of engine damage.
Panzerfausts, AT Grenades for Mainline Infantry
For consistency across all factions, the snares for these infantry units have been standardized for all mainline infantry.
All positions standardized to UI location 32 in the command bar
HMG Timed Abilities
All HMG timed will now show an offensive buff indicator over the HMG when using timed combat boost abilities
HMG AP Rounds - M2HB/DhSk - will now use a Phosphorous effects when they have swapped ammo for the ability's duration
Stealth Detection
Units that have increased stealth detection radius now have a UI indicator in the command bar
Mine Sweepers for AEF, UKF, Soviets, and Ostheer
The following factions have received new unit shield icons when these units are given minesweepers. Previously, it was impossible to tell what weapons their units had if the minesweeper icon blocked the weapon icons.
Unit shield symbols that can be equipped with minesweepers will now be updated when upgraded with the minesweeper upgrade.
Minesweepers no longer as a weapon slot icon
Bug-Fixes
Fixed an issue where the Katyusha Creeping Barrage was using the wrong weapon.
Fixed an issue where German weapon teams could not pick up medical crates.
Hold the Line should now trigger on friendly sectors controlled by Allies
Hold the Line now highlights sectors for all players when active
Opel Blitz Heal hotkey from D to V
Fixed an issue where the 120mm Mortar would need to reset during the initiation of barrages if the target area was offset with the mortar, despite being in the arc.
Fixed inconsistencies where the 120mm Mortar in AOE and fire-times between auto-fire and barrage.
250 LMG Grenadier Halftrack veterancy 3 received accuracy changed to received damage to match regular Grenadiers
Fixed an issue where the Land Mattress veterancy 2 bonuses were not applying correctly.
Fixed an issue where the Commissar Command Squad veterancy 2 accuracy bonus was not applying correctly.
Fixed an issue where the Officer Recon Sweeps for the British were invulnerable and had no entity.
Fixed an issue where Pathfinder Airborne Beacons counted as shot blockers.
Fixed an issue where Stormtrooper Interrogation did not work.
Fixed an issue where Stormtroopers slot items would go missing when armed with MP40s.
Fixed an issue where Valentine Smoke did not fire when not in line with the turret.
Fixed an issue where demolition charges would terraform the ground.
Fixed an issue where the ISU-152 would need to wait a full reload cycle if it fired a round then attempted to use Concrete Piercing rounds.
Fixed an issue where the ZiS-3 and SU-76 could fire a shell immediately after completing their HE barrage.
Fixing an inconsistency where tripwire flare could not kill Grenadiers that had reached veterancy 3.
Fixed an issue where the Vicker K LMG had an unreasonably long reload time at 8/9 seconds; value changed to 6.
Fixed an issue where Conscripts would carry invisible weapons when merging into Assault Guards
Fixed an issue where Panzergrenadiers could Mark retreating units, despite the ability not taking any affect.
Fixed an issue where the Commissar's revolver did not have the same effective range as other pistols.
Fixed an issue where the Commissar's model reinforce did not match the rest of the squad.
Fixed an issue where the Commissar's Grenade ability did not take a range penalty during suppression.
Fixed an issue where the Command Panther could be called-in immediately upon death.
Fixed an issue where the Sturmtiger could be called-in immediately upon death.
Fixed an issue where the Churchill had less gun depression than other tanks, set to -90 from -15.
Fixed a bug where the PM-41 82mm Mortar did not receive bonuses to its ability recharge at veterancy.
Fixed an issue where vehicle crews would lose their increased experience gained from Elite Vehicle Crews when decrewing.
Fixed an issue where the Major Recon Overflight ability would change hotkeys upon gaining veterancy.
Fixed an issue where Rear Echelon Volley fire greatly lowered accuracy during its 2nd and 3rd stage of Volley Fire. Corrected to +3% and +4% respectively rather than -97% and -96%.
Fixed an issue where the M5 Quad would announce a Crocodile has been destroyed when used by the British faction
Fixed an issue where the M5 Quad icon would vanish on the USF M5 when decrewed.
Fixed an issue regarding Combined Arms was triggering without infantry on certain maps.
Fixed an issue where Sextons would cease their Coordinated Valentine Barrage when they destroyed a target within the barrage area.
Fixed an issue with the KV-2's tooltip regarding population; will now properly state 21 rather than 19.
Fixed an issue with the 120mm Mortar tooltip regarding population; will now properly state 9 rather than 10.
Fixed an issue with the Guards Rifle Infantry tooltip regarding population; will now properly state 9 rather than 8.
Fixed an issue with the Jagdtiger tooltip regarding population; will now properly state 22 rather than 23.
Fixed an issue where Assault Engineers were 8 population rather than the intended 7
Fixed an issue where the Tiger Ace in Spearhead mode would autofire on infantry even when priortize vehicle was on.
Fixed an issue where the OKW Panzer IV would get additional sight bonuses at veterancy 5
Fixed an issue where Radio Silence's speed boost would affect units while retreating.
Fixed an issue where Stuka Smoke Drop was at 4 CPs for Wehrmacht rather than 2 CPs
Fixed an issue where the Headquarters Glider required the player to have 9 population available.
Fixed an issue where the 251 Radio beacon could block units
The British Command Vehicle ability should now properly go on cooldown if the Command Vehicle is abandoned.
Fixed an issue where there Pathfinder Beacon Self-Destruct ability had no hotkey; set to E
Fixed an issue where the Land Mattress' reinforce value was set to 1 rather than 0.5
Fixed an issue where the Land Mattress would automatically set-up when enemies were nearby.
Fixed an issue where the M2HB gunner was not affected by the movement penalty for suppression
Fixed an issue where the M1 Garand for crew weapons used bolt-action animations during cooldown.
Fixed an issue where the British 'Assault' ability could make team weapon barrages unuseable when captured during the ability.
Fixed an issue where the single pass Stuka recon run had limited sight.
Fixed a number of voice-related callout issues
Fixed an issue where the Kubel could not repair criticals on itself when at veterancy 3
Fixed an issue where the Ostheer Puma's projectile was not visible.
Fixed an issue with the Comet's projectile not appearing
Radio Silence will no logner stack with retreat speed bonuses
Fixed an issue where the Raketenwerfer and M42 45mm had a smaller target size than other ATGs when decrewed.
Fixed an issue where Panzerfusilier AT grenades did not track properly; standardized with USF AT Grenades
Fixed an issue where the T-34/76 coaxial machine gun had no FX.
Fixed an issue where Sappers would get a sight bonus when in cover at veterancy 1.
Fixed an issue where Airborne Rally Points did not cause a penalty to reinforce time.
Fixed an issue where OKW Panzer IV J and 221 could not upgrade when out of territory; matches other OKW units.
Fixed an issue where Coordinated Barrage could be used on units that were exposed in the FOW.
Fixed a bug where Recovery Sappers costs more to reinforce than normal sappers.
Fixed a bug where the 50cal gunner was not affeted by suppression movement penalties.
Fixed an issue where smoke and AT grenades for Recovery Sappers would share a cooldown.
Fixed an issue where the Royal Artillery Coordinated Barrage would not drop warning flares into the target zone when activated.
Fixed a number of UI issues where abilities buffs and debuffs would not appear on the unit card for a number of units.
Bulletin Fixes
Fixed the KV-1 Armor bulletin providing received accuracy rather than an armor bonus
Fixed an issue with the M1 57mm bulletin increased reload times rather than decreasing it.
Fixed an issue where the Molotov range bulletin did not affect molotovs at veterancy 2
Resolved issue with OKW Battlegroup HQ could not reinforce outside the base sector when upgraded with the Mechanized Battlegroup upgrade.
Resolved an issue where the OKW Panzer IV could be upgraded with a tank commander and pintle mount.
Resolved an issue where the MG-34 was not available when the Battlegroup was constructed.
Resolved a bug where British medic squad members could move when reinforced while their healing ability was active.
Resolved an issue where the M5 British Halftrack crew repair shared a hotkey with AA Mode, M5 Crew Repair changed to X.
Resolved an issue where the UI card of Obersoldaten upgraded with IR StG 44s overlapped with reinforced; item moved to unit portrait.
Resolved an issue where the upgrade for the OKW forward retreat upgraded shared a hotkey with the Mechanized Battlegroup upgrade; OKW Forward Retreat upgrade changed to E.
Resolved a UI issue where the British Platoon Command Post upgrade displayed the ability to produce Royal Engineers. Will now display medics.
Resolved an issue where the ISU-152 Concrete Piercing Rounds were incorrectly set to 70 munitions rather than 60.
Resolved an issue where the Panzerwerfer Low Angle Barrage used B as a hotkey; set to V.
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
Dec 11th - Another Mini Chrismas Map Update
New Map
Crossroads Winter - New 1v1 Map by Whitelflash
This time, Whiteflash brings the festive cheer with an interesting twist on his extremely popular 1v1 staple, Crossroads.
Crossroads Winter isn't just a winter reskin, there are some cool design changes that will make the map different to play, while maintaining the competitive excellence that Crossroads is known for.
Bugfixing
The Winter Balance Patch is now live!
A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.
A special thanks to Miragefla and Sander93 is in order. Aside from being leading contributors to the overall balance team process, they've taken on a lot of additional responsibility and dedicated a tonne of personal time to this patch. Shout out to Miragefla for extensive mod building, technical support, bug fixing, and patch implementation. Shout out to Sander93 for meticulously organizing and leading the testing process both in the mod and live build process, as well as acting as the internal coordinator, and external spokesperson.
Of course, a big thanks to the rest of the community balance team; Reporogue, Sturmpanther, Tightrope, Jae4Jett and support modders Nachocheese and Janne252. For the fourth major patch in a row, these chaps once again dedicated a lot of time and energy reading comments, discussing problems, and proposing soloutions. Here here!
Finally, big props to Osinyagov, Kasarov, and Sneakeye for UI art support, as well as for valuable testing input. Additionally, Sneakeye also provided a couple of nifty technical solutions for the update.
WINTER BALANCE PATCH 2020
HEAVY TANKS
In order to stop players from calling on heavy armor immediately after it is destroyed, all heavy tanks, heavy tank destroyers, and heavy assault guns now have the following:
*Special thanks to community modder Sneakeye for providing the solution for this implementation.
Tiger - All variants
Due to the Tiger's low scatter and rate of fire, we are adjusting the unit's veterancy bonuses and AOE to make the Tiger less potent against infantry. In return, it will be gaining increased traverse speed with veterancy to compensate.
Command Tiger - OKW
The Command Tiger for OKW is seeing one of its upgrades removed due to how potent the mobile Tiger is when self-spotting and calling down artillery when encountering anti-tank guns. In return we are removing one of the penalties of its 'Command Tiger' ability, to encourage its use.
IS-2
The high armor of the IS-2 is being reduced slightly to allow Axis tank destroyers such as the StuG G, Jagdpanzer IV, and anti-tank guns to better counter this heavy tank. Its AOE damage is also being reduced due to how powerful heavy tanks currently are against all infantry types.
Pershing
We are reducing the AOE damage on the Pershing as a general reduction amongst the majority of heavy tanks.
KV-2
The KV-2 is getting some minor mobility buffs at veterancy 3 to have some of its bonuses become more in-line with other heavy tanks.
Churchill Crocodile
Generalist Medium Tanks
In order to make generalist medium tanks more viable, we are lowering their target size to make them more difficult to hit. The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.
These changes should reduce the chance to get hit by 7-10 percentage points from medium to far range - ex: an 88% chance to get hit becomes an 80% chance.
Panzer IV, Panzer IV Command Tank, and Panzer IV J
Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8
T34/76 and T34/85
Cromwell
Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated by increasing the power of its MGs to be on-par with the Panzer IV's hull and coaxial, improving its anti-infantry effectiveness.
UKF
Infantry Sections
Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level relatively the same.
Additionally, in order to give the UKF an easier time to engage static defenses, the Pyrotechnics upgrade has received an off-map smoke barrage ability, allowing UKF players the ability to bypass defenses during assaults.
Assault Infantry Section (Assault Section Package)
In order to give the UKF more starting build options, particularly in urban maps, Assault Sections have been reworked as a separate call-in squad:
Veterancy 1: -25% recharge on all grenades, -10% Received Accuracy
Veterancy 2: -29% Received Accuracy, -25% Weapon Cooldown
Veterancy 3: +30% Weapon Accuracy, -5 munitions to Mill Bomb and No.77 WP Grenade cost.
Tank Hunter Infantry Section
Tank Hunter Sections will now be deployed with 5 models due to their CP and cost requirements. Furthermore, they can now be upgraded with PIATs to increase their effectiveness against tanks in the mid-to-late game.
British Platoon and Company Command
To put their CP gain on-par with other factions, UKF will now gain CPs upon teching up.
Assault Officer (Previously Was Airlanding Officer)
The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused Airlanding Officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close-quarters situations, but only comes in limited numbers. His Recon Run ability is also being increased in cost to match his USF counterpart.
Universal Carrier
The following change has been made to make the Wasp more effective in its role of dislodging garrisoned MGs.
British Medic Squad
With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the medical kits is likely to be decreased. In order to give UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ from the HQ Glider.
Medics
Sexton and Valentine
HQ Glider
The following changes have been made to balance the removal of the Airlanding Officer. This will allow the glider to act as a forward position and also call-in team weapons as required.
British M5
With the increase in UKF CP gain, we are moving the M5 back to reduce the power of the M5 Quad rush before counters are available.
SOVIET
ML-20
-Population from 15 to 13
Conscripts
In order to slightly reduce strength of the Mobilize Reserve upgrade, a number of changes have been made.
ZiS-3/SU-76 Barrage
This change puts the barrage from ZiS-3 weapons inline with other direct-fire weapons and mortars that receive penalties when striking units in heavy cover.
Airborne Weapon Crate Drop
The cost of the weapon crate is being increased to match the performance of the weapons it gives, particularly Conscripts with their SVTs.
Airborne Guards
Minor changes are being made to encourage the use of Airborne Guards and their SMG package.
For Mother Russia
Standardization change to bring in line with other similar abilities.
Soviet HQ
Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.
USF
Airdropped Combat Group
Cluster Bomb
Cluster bombs previously arrived too fast for team weapons to avoid, even if they began packing up on smaller maps. The delay has been increased to allow players to dodge out of the way.
USF Grenade Package unlock
M36 Jackson
In order to make the Jackson slightly more vulnerable to medium tanks when caught out of position, its armor has be decreased.
OKW
OKW Battlegroup Headquarters
Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.
Sturmtiger
Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.
Jagdtiger
The Jagdtiger is receiving some changes to make its cost and veterancy more in line with its recently adjusted performance.
LE.IG/Mortar Half-Track Incendiary Barrage
The DOT against emplacements has been slightly reduced. Previously a full salvo would almost kill an emplacement if it was at full health.
Panzerfusiliers
The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.
Fallschirmjaeger
The Panzerfaust is being removed from Fallschirmjager to increase their vulnerability to vehicles.
IR 251 Half-track
Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a considerable direct vision.
OKW LeFH 18
Ostheer
Heavy Panzer Korps
In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.
Tech Changes
Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:
Credit to Derbyhat AKA Jibberjabber for originally proposing this change.
Pak 40
Due to Ostheer's weakness to light vehicles, we are slightly boosting the horizontal tracking speed of the Pak 40 to allow it better track fast-moving vehicles.
Brummbar
Due to its cost, lower than usual range, and casemate design, the Brummbar is having its armor nerf partially reverted to allow the unit to engage fortified positions.
Panzerfaust - all variants, including OKW
The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.
Fragmentation Bombs
The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency against targets in the center of the map.
Ostheer LeFH 18
Puma
Bug Fixes
As always: a huge thanks to all the community members who have reported bugs so that the team could identify them and look into fixes.
Hotfix Update - April 22nd 2020
This update is to address minor bugs and non-balance issues from the Winter Balance Patch.
We are monitoring unit performance as well as overall player sentiment and will make any necessary minor balance adjustments in the coming weeks.
Additionally, localization for a few non-English text strings will also be added in the near future.
Changelist
Localization fixes
Exploit Update - May 22nd 2020
Mini Patch - June 22 2020
British
The following are minor changes that are intended to mitigate a few oppressive or frustrating aspects of the British faction, without reducing their overall effectiveness.
Bolster
Bolster is being pushed back to require the Platoon Command Post. This change should delay the power spike of fast 5 man squads by forcing them to purchase tech, rather than additional units.
Universal Carrier Vickers
The Vickers K is being delayed to reduce its impact in the early game. This will delay an upgraded UC if a player opts to build a larger number of units instead of teching.
Perimeter Overwatch
Perimeter Overwatch is having its duration reduced to prevent the UKF from locking out large portions of the map for an extended period of time. The sight bonus has also been altered to reduce its impact without spotters.
Commando Regiment Assault Ability
This change will put the Assault ability on-par with other infantry combat boosts abilities in terms of its timing.
British M5 AA upgrade
Standardization of AA upgrades across all M5 Half-Tracks.
Soviet
IL-2 AT Rocket Run
IL-2 Rocket Run is getting a slight munition increase to match its performance. We will continue to monitor the ability for the future.
OKW
IR Half-track
The population of the Half-Track is being reduced to better match its performance as a support unit.
Goliath
Ostheer
All Out War Passive
Due to the nature of this issue overriding other capture bonuses provided by ability, we are removing the capture bonus.
Bug fixes
Credit to Sneakeye, Miragefla and Janne252 for engineering fixes for the following issues.
Icon Addtions
Localization Updates
Hotfix - Jan 25 2021
Update: A server side fix has now been deployed for leaderboards and playercards.
We're continuing to look into other issues.
Hotfix - Feb 3rd 2021
Additionally, we have a temporary leaderboards issue fix - Unrelated to Hotfix
-Steam -> Settings -> Web Browser and clear both web browser cache and cookies, then restart Steam
The Winter Balance Patch is now live!
A special thanks to Miragefla for leading the balance team, test mod implementation, and patch integration process.
Of course, a big thanks to the rest of the community balance team; Sander93, Sturmpanther, Tightrope, JibberJabberJobber, Aerafield, Stark_PL, and Whorunbartertown, with mod and UI support from Osinyagov, and Janne252. These folks have invested a lot of time and effort designing, discussing, testing, and surfacing your feedback for consideration.
A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.
We hope you enjoy the update.
General
Main Gun Criticals
To lessen the impact of RNG in tank engagements, the chance for a main gun critical has been reduced. This will mainly affect 160 damage sources against 640 health medium tanks.
Critical Shot and Aimed Shot against Casemate Vehicles
Sniper Critical Shot and the Puma Aimed Shot are having their critical against casemate vehicles adjusted to be less potent, but still forces these units out of the fight for a short period of time.
Mobile AT Gun Squads
ATG squads are being made more vulnerable to small-arms fires to make it easier for players to punish anti-tank guns that are out of position with infantry and force these units to remain further back and utilize their range advantage or be supported against assaults.
Infantry-Based AT Rifles - Boys AT Rifles, PTRS-41
AT Rifles are being made more responsive, making it more difficult to dodge the opening volley and in-line with other infantry AT weapons. Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke.
Mobile Mortar Smoke (M21, 250 Half-Track, USF/British 81mm, Soviet 82mm, Ostheer 81mm)**
To increase the effectiveness and responsiveness of smoke barrages, the speed at which they fire shells and rotate has been adjusted. Furthermore, smoke barrages will no longer share a cooldown with the primary barrage to allow players to have on-demand smoke.
All Heavy Machine Gun Teams
The following change will increase the durability of machine guns when they are in the open with two members of the crew standing forward to draw fire away from the gunner. We have also added a manual reload feature to the unit.
All Non-Squad Based Medics
Medics assigned to structures now have a healing aura. This will make it easier for medics to heal infantry and lessen the healing time lost by medics moving from model to model.
All Snipers
Snipers are receiving nerfs to their base sight to make it harder for them to spot infantry without support in the early game. This should make lone snipers have less of an impact early game, as they must get closer to their target, or have units risks themselves to enemy fire to get sight. To compensate they are receiving a slight price decrease.
All Allied Half-tracks: M3 and M5
The following change puts Allied half-tracks in line with the Ostheer 251. This will make these platforms more effective at projecting field control by allowing wounded infantry to heal up when onboard and increases their utility outside reinforcing squads.
All Panzer V Panthers and Command Panthers
Panthers are receiving an increase to their base accuracy to improve their consistency against vehicles while retaining their slow rate of fire.
All Sherman M2HB (All Variants)
The pintle machine guns are being standardized amongst all the M4 Sherman variants for consistency.
All Plane Crashes
Plane crashes are having their damage against infantry reduced. This will cause considerable damage to infantry, but crashing planes should no longer be able to wipe out full health squads.
Trenches
Trenches are having their target size increased to make them more vulnerable to a variety of weapons such as tank guns and ATGs.
Infantry-Based Flamethrowers
Infantry-based flamethrowers are having the number of bursts required to set a building alight reduced to make it easier to neutralize ambient buildings.
Sandbags
Sandbags for line infantry have been adjusted to take longer to construct. A player must now give up more time to plant sandbags on key locations. The cover radius of sandbags has also been adjusted to make it easier to neutralize sandbags with wire.
Quality of Life
AT Vehicle and AT Gun Vehicle Prioritize (Firefly, M10, M36, SU-76, SU-85, Jagdtiger, Jagdpanzer, Elefant, StuG G, All AT Gun squads)
A number of units will now have Prioritize Vehicle active at the start, reducing the amount of player input needed to ensure dedicated AT units do not engage infantry.
All Heavy AA Units (Bofors, 20mm Flak, Centuar, Ostwind, all anti-air Half-tracks)
Call-In Infantry in High Resource Games
This change puts 0 CP infantry in High Resource Games in-line with other call-in troops without affecting regular game modes.
All Barbed Wire and Reinforced Wire
The following change has been made to ensure engineering units do not accidently get caught in their own wire. Occassionally engineers could get caught in wire, even if they were positioned in such a way that appeared to be clear of obstacles.
All Clip-Based Units and Armoured Cars; M15 AA HT, 251 Flak HT, Ostwind, M20, 222, Bofors, Flak Emplacement, Panzer II Luchs, 221, M5 Quad
The following change will allow players to ensure these units have their clip-based weapons fully loaded without needing to force attack or attack ground.
-Manual Reload added.
Formation Changes
Panzerfausts
The following change was done to address the issue of mis-clicks where one could target a neutral structure rather than a vehicle if both objects were close enough. The Panzerfaust already does very limited damage against ambient structure so nothing will change in most circumstances. Panzerfausts will still retain their ability to attack objects like Fighting Positions and faction built structures.
Hold Fire
The following change was to address the issue of vehicles revealing themselves with their secondary weapons against both land and ground targets. Secondary weapons will not auto-engage unless hold-fire is de-activated. The only exceptions to this rule are the Brummbar and Dozer which excel in attack-ground micro. Their MGs will still target infantry that are within range when hold-fire is active.
All Light Vehicle and Light Tank Wrecks
The following change has been implemented so LVs can no longer get trapped if the other LV died right next to the unit.
Grenades versus Mines
AEF
AEF Population Limit
USF is the only faction that can reliably break a population of 100 thanks to their ability to decrew their vehicles. To discourage the player from going over the population and continuing to build vehicles, we are introducing a penalty. When the player breaks 110 population, they will take a further manpower penalty.
Officer Transfer Orders
Given how USF is given a free officer as part of their teching structure, we are giving players an option to call-off their officers to avoid taking up population. This is primarily for the late game where a player back-techs but does not want to be burdened by a fresh officer squad.
BAR Drop-Rate
As BARs are often liable to drop when paired up with other weapons when squads are reduced to a single model, the drop rate of the BAR is being reduced.
Vehicle Crews
Vehicle Crews are having their reinforcement price reduced to better reflect their weak stats.
Ambulance
The following change will make the Ambulance take slightly longer to be destroyed when in the base sector from both direct and indirect attack.
Rear Echelon
We are reducing the reinforce cost of Rear Echelon to better match their combat performance. The unit is also receiving a slight increase in veterancy requirements to match their current cost along with their ability to take items from Weapon Racks.
Riflemen
AT grenades are now being made available after USF players have met specific tech requirements. This will make it harder to rush USF infantry with ultra lights that have yet to gain veterancy along with making fresh Riflemen in the late game viable as snare squads.
M1 81mm Mortar
Given the weaker stats of the USF mortar in terms of its AOE, the unit is receiving a slight price reduction to better reflect its performance. Barrage accuracy is also being put on par with other mortars.
Lieutenant
This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation grenades.
M7 Light Anti-Vehicle Mine
The build time of the M7 Mine is being decreased to make these cheap mines easier to plant.
M2HB 50cal
The M2HB is having its set-up time increased. This should make it easier to outmanoeuvre and punish when caught out of position. Ready aim-time has been adjusted to be more consistent, and the unit should now be harder to 'deathloop' as models remanning the weapon will respond much more quickly. The retreat speed bonus it had over other units has been removed with the adjustment of attach-time.
M20
The M20 is having its build-time reduced so it can arrive sooner onto the battlefield. Furthermore, its armoured skirts are being reduced in price to better match their performance.
M5 Stuart
Point-Blank Engine Shot is being adjusted to make it useable against mobile vehicles. Previously, the Stuart had to get incredibly close to its targets to cause engine damage which would put the unit in range of snares, anti-tank weapons, and incoming damage that would make short work of the light tank. The effects will be less potent, but the trade-off for useability should allow the tank to have an impact in fights when using this ability.
M1 75mm Pack Howitzer
The Pack Howitzer is having the AOE distance of its HE rounds reduced, increasing the damage drop-off of shells. The unit previously did too much damage to infantry within the 1.5-3m mark despite its range and accuracy over mortars. In exchange, the unit is having its crew size increased to improve survivability.
M15 AA Half-Track
To give the Captain some anti-sniper power, the machine guns on the M15 are gaining bonuses against snipers. The AA mode for the M15 is also being toned down as the M15 has multiple guns dedicated to killing aircraft while other AA units only have one. The lowered effectiveness of the M15 against aircraft comes from the fact AA mode will now enable the M15 to engage air targets with a 360 degree arc rather than a 270 degree arc, making the unit more effective against planes that fly directly overhead of the unit.
Major
The following change was done to match other aerial recon abilities.
M4A3 75mm Sherman
The experience requirements of the Sherman has been reduced. Previously the value was above the usual experience values for a unit of its price.
M8 Scott
The M8 Scott is having its auto-fire range reduced to force the unit to move further up when it is used for direct-fire missions. In exchange, the barrage of the M8 Scott has been reworked. While the shells do not have the OHK radius of auto-fire shells, the lower scatter, increased rate of fire and reduced damage drop-off should allow the M8 Scott to function as an artillery unit, something USF lacks in the late game.
M36 Jackson Tank Destroyer
The Jackson is having its veterancy 3 penetration bonus decreased to reduce the unit's impact against the heavy armor of Axis vehicles that have gotten lower over the years. Players will still have the option of HVAP to penetrate the heaviest tanks.
WC 51
The WC-51 is receiving adjustments to make it easier to fight early game. The lack of self-repair and reduced ability to kite infantry should lower the WC51's ability to dominate early infantry fights and force a Rear Echelon unit to repair the vehicle. Shared veterancy has been added to allow the WC51 to scale, in addition to the unit already having a number of late game abilities that other ultra lights lack.
Calliope
The following change was done to match other rocket artillery which have received lower bonuses from veterancy.
British
British HQ Structures
To make it easier to utilize other healing options, infantry will now retreat directly towards the HQ,
rather than to the Platoon or Company Command Post.
AEC and Bofors Tech
The AEC and Bofors upgrade will no logner lock each other out. The resource requirement for each unit did not warrant a lock-out, particularly for the Bofors
Forward Assembly
The Forward Assembly is seeing a reduction in its build-time. This should make it easier to establish a Forward Assembly as a reinforcement and healing point.
PIAT
The PIAT is having its cost reduced due to the limited number of British troops that are effective with the weapon. The accuracy increase should also improve its performance at range to help zone out vehicles.
Mill Bombs
The Mill Bomb is having its fuse time increased to match other non-elite fragmentation grenades.
Royal Engineers
Royal Engineers are being moved to the HQ to encourage different builds from the British, help provide map control over the more expensive Infantry Section, and provide a cheaper supporting unit. A number of their abilities and construction options are being pushed back to avoid having a significant impact in the early game.
Infantry Section
The capture rate of Infantry Sections is being lowered to reduce the ability of the British faction to snowball their map control through pure Section builds. The munition cost of medical kits has also been increased to match their performance and ability for Sections to sustain themselves on the battlefield.
Vickers Heavy Machine Gun
The Vickers HMG is having its veterancy 1 ability modified to allow it to be used in more situations that do not require the unit to be placed in a garrison. It will also give the British an option to ward of light vehicles with their machine gun.
Medics
Given the changes to Royal Engineers and the timing of most healing options for other factions, Medics are being moved into the Platoon Command Post.
Universal Carrier
The Universal Carrier is receiving a slight nerf by adding a fuel cost to the unit. Its effectiveness in the early game warrants a slight delay to British teching. Suppresive Fire is also having its price increased to match other on-demand suppression abilities.
Assault Officer
The British Assault Officer is having his capture rate increased to compensate for the nerf to Sections. His experience requirements have also been reduced to decrease the time needed to gain veterancy.
AEC
The AEC is seeing a build-time increase to push the unit back slightly to give other LVs more opportunities to roam before the unit appears. The sight is also being reduced to make it more difficult for the AEC to hunt for targets on its own.
Cromwell
The Cromwell is having its veterancy adjusted to provide more mobility to the unit early on for a slight reduction in offensive power. The unit has also received a new veterancy 1 ability to improve the Cromwell's abilities at finding vulnerable vehicles and finishing them off.
Centaur
The Centaur is seeing increases in its mobility and speed. Previously, unit's poor movement stats made it difficult to use with its average survivability. The unit's veterancy requirements have also been reduced due to its nature as an AI tank.
M4A2 Sherman Firefly
The Firefly is having its turret rotation improved. Its current turret rotation speed makes it track slower than most case-mate tank destroyers. The unit's speed at veterancy is also being improved. These changes should make the unit feel more responsive.
Churchill Infantry Tank
The Churchill is seeing improvements to its main gun which will now always use the shortest reload value. The unit has also gained the ability to be upgraded with the tank commander to improve sight and accuracy. The unit has also gained a fixed machine gun to improve its AI value late game, though its rear armor has been reduced to make it more vulnerable to being flanked - the rear armor, however, is still higher than usual when compared to other tanks.
Veterancy 1 now grants a Vickers K pintle; weapon follows the rotation of the turret:
DPS at 0/10/15/20/25/30/35:
8.07/5.90/4.99/4.15/3.38/2.71/2.14
Reload from 6.125/7 to 6.125
Comet
The Comet has received slight nerfs to its scatter to make the unit less potent against infantry. The turret traverse has also been reduced which was too high compared to most other vehicles which included M4 Shermans.
Mortar Emplacement
The Mortar Emplacement has received a number of changes to make it more usable by being cheaper to initially put down. By granting only one mortar to the player, the UKF player does not need to expend a large amount of resource to get access to basic indirect-fire. The addition of the heavy mortar barrage will give the British a long-range late game artillery unit in the core. The 2nd mortar has also received a slight increase in auto-fire ready aim-time so both shells do not land immediately.
Bofors AA Emplacement
The population of the Bofors is being reduced to match its effectiveness and cost.
17 Pounder Emplacement
The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their performance.
Valentine Mk IX
The Valentine must now be built from the HQ as a delay mechanism. Previously it could arrive too quickly for the amount of damage it could cause along with its good survivability.
Ostheer
Infantry Medical Kits
Medical kits are receiving a lower cost to incentivise their use.
Pioneers
Pioneers are having their veterancy requirements slightly adjusted due to mediocre combat potential. Received accuracy is also replacing an accuracy bonus as the unit is not meant to be on the offensive without support.
Grenadiers
Grenadiers are having their formation changed to make it more difficult to focus a single model, given their four man squad size. Veteran Squad Leader upgrade is also being adjusted to make the squad less potent, rather than a straight improvement over the LMG 42 upgrade.
Sniper Incendiary Shot
The Sniper's incendiary shot has been modified. It will no longer fire faster the closer a hostile unit is to the sniper and it will no longer allow the sniper to snap off another shot immediately after firing the incendiary round. In exchange, the stun should now always go off on targets reliably and its price has been reduced.
Panzergrenadier
Panzergrenadiers are having their grenade range exchanged for a recharge bonus due to the lethality of the bundle grenade.
Ostwind
The Ostwind is having its experience requirements lowered due to its role as an anti-infantry tank/AA tank.
StuG III G
Given that the StuG G must cycle a reload before it can fire TWP for a fairly weak blind, we are increasing the ability's damage. Previously, it was better for the StuG G to not use this ability as raw damage was more important against most targets.
Sturmpanzer IV Brummbar
The Brummbar is having its veterancy 2 armor bonus slightly reduced and the Bunker Buster barrage is receiving a munitions cost to better reflect its power. The recharge bonus on the Bunker Buster Barrage has been lowered to compensate.
Bunker Upgrades
Due to the nature of these upgrades, the exclusivity has been reduced.
Panzerwerfer
In general, rocket artillery is receiving reduced veterancy recharge bonuses to lessen the impact of veteran rocket artillery which could recharge extremely quickly for the amount of damage they could cause. The Panzerwerfer itself is having its Counter Barrage veterancy ability removed and being given a low angle barrage which will allow it to get individual rockets on target faster.
S-Mines
S-Mines are receiving suppression to lessen their ability to wipe out squads without warning that accidentally step into larger fields. Squads will still need to step on 2-3 mine patches to be suppressed.
Osttruppen
Osttruppen have been moved to the Infanterie Kompanie. Previously, the unit allowed for very potent tech rushes into either Panzer Grenadiers or light vehicles that certain factions had issues responding to. Their panzerfaust range has also been reduced due to their larger squad size over Grenadiers while slot weapons given to Osttruppen will now deal more damage when the unit is in cover. The latter should improve the mid-late game performance of Osttruppen.
Assault Grenadiers
Assault Grenadier Sprint will now require Battlephase 1. This should make early engagements against Assault Grenadiers more meaningful, allowing infantry to disengage and maneuver around this unit without immediately being rushed down.
Jaegar Armor Commander
The following change was to address the issue of the Jaegar Armor commander being able to both spot and hardcounter artillery units which would be able to pressure the Elefant.
OKW
OKW Heavy Tanks, Sturmtiger, Jagdtiger, and Command Panther Dispatch
Due to the number of heavy tanks in the OKW arsenal, all these units will share a cooldown to prevent a player from immediately building a replacement should they have the available resources.
Battlegroup Headquarters
The OKW Battlegroup has been split into two parts. This will allow OKW to have an easier time backteching to medics or indirect-fire if they went Mechanized or for faster access to HMGs. Prices have been adjusted on all upgrade items available in the Battlegroup Headquarters.
Schwerer Panzer Headquarters
The following changes will allow OKW doctrinal vehicles to arrive sooner, giving the player more options over the standard OKW Panzer IV which they previously competed with. Earlier, upgraded Obersoldaten should also make more of an impact in the infantry battles in the mid-game.
Volksgrenadier
As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.
Kubelwagen
The following changes will make the Kubelwagen more effective on the move focused primarily on sniper. Previously, a Kubelwagen would do no damage when chasing down a sniper due to its extremely high penalties on its burst duration. The general improvement should not impact most infantry engagements outside extreme cases where there is a very low health squad being pursued by the Kubelwagen.
Raketenwerfer
The following changes should make the Raketenwerfder more responsive when new models replace members of the gun team and also make it easier to reverse move the unit. The target size of the gun has also been increased to match other ATG, making it easier to destroy when decrewed.
Sturmpioneers
Adjustments are being made to Stumpioneers to allow their Panzerschrecks to be a functional upgrade and diversify OKW builds. Their high costs and fall-off in the AI role mid-game makes it impractical for multiple Sturmpioneers to be fielded. Population is also being reduced to help OKW's population issues in the late game.
251 Flak Half-Track
With the changes to the Battlegroup Headquarters, the Flak Half-Track is receiving a build-time decrease to maintain its timing.
Le.IG 18
The following change will make the Le.IG more responsive when firing its smoke barrages.
251 IR Half-Track
Adjustments have been made to the 251 IR Half-Track to allow it to better spot camouflaged units given its role as a spotting unit. We are also giving the unit a reconnaissance ability to allow the 251 to operate better on maps with significant LOS blockers.
Panzer II Luchs
The Luch's veterancy 5 Suppressive Fire ability is being improved by allowing its coaxial to deal suppression in addition to the main gun. This will allow the Luchs to pin infantry after several seconds of sustained fire. The Luchs will also be more effective against units in heavy cover and garrisons. Previously, the unit did too little damage to troops in strong cover, despite its AI role. The Luchs has also gained an improvement in stealth detection, allowing it to be a capable scout/infantry hunter.
Sd.Kfz 234 Puma
The following change will make the early Puma less dominant against other light vehicles by reducing its ability to self-sight.
251 'Walking Stuka' Rocket Half-Track
Adjustments have been made to the Stuka Half-Track to improve its consistency against armoured vehicles. Direct hits from the rocket will now cause a penetrating hit, rather than the unit being reliant on AOE penetration to harm vehicles. Furthermore, the Napalm Rockets have been reworked to arrive earlier, hit more accurately, be less powerful, cheaper, and cause suppression. This change will make the rockets effective against clustered weapon teams which the creeping barrage cannot hit or as a weapon to halt massed infantry assaults.
Obersoldaten
With the increased price of the base Schwerer Panzer Headquarters, the upgrades for Obersoldaten no longer need to be locked behind Panzer Authorization.
Tiger II King Tiger
The King Tiger is receiving adjustments to its veterancy. This will put its bonuses in line with other tanks, with the reload combat bonus being available within the first 3 levels of veterancy.
Ostwind
Hetzer
With the earlier timing of the Hetzer, the target size of the unit has been increased until veterancy 1 to make the unit easier to ward off with AT weapons.
Panther Ausf. G
The OKW Panther is being standardized with its Ostheer counterpart, receiving a nerf to its acceleration bonuses in exchange for lower veterancy requirements all-around.
Jeagar Light Infantry
The following is a consistency change to make JLI match other OKW infantry in terms of their combat bonuses when fully vetted. Previously JLI received another combat bonus in addition to their previous received accuracy bonus at veterancy 2.
Soviets
Special Rifle Command
The Special Rifle is having its build time decreased to allow its expensive units to arrive to the battlefield slightly sooner to make up for the tier's lack of map control.
Tankiovy Battalion
The following change to the Tankiovy Battalion and Mechanized Armor Kampenya keeps the tech timing of Soviets the same for late-game vehicles, but allows light vehicles to be deployed slightly sooner.
Mechanized Armor Kampenya
See above.
Headquarters Medic Upgrade
Medics are having their price reduced to compensate for the fact Soviets gain few bonuses through tech compared to other factions along with the requirement of needing grenade tech later on.
Grenade Package
We are merging Molotovs and AT grenade into one package. This will make both grenade abilities cheaper compared to them being offered seperately.
Mobilize Reserves Global Upgrade
Mobilize Reserves is being changed to give Soviet players an option to improve their infantry in the mid-game, without having to pay a high resource cost to access the upgrade. Furthermore, Penal Battalions will now be affected by this tech to reduce their manpower bleed in the late-game.
Tripwire Flare Mines
Given how cost effective Tripwire Flare mines can be thanks to their ability to inflict a model loss, provide vision, and are readily available on Conscripts and Combat Engineers, their cost is being increased to better reflect their performance.
Soviet Mortar and ZiS-3 Crews
This change will make Soviet weapon teams provide more experience as they previously provided too little experience to non-infantry units. This brings them on-par with Maxim crews, but less than other weapon crews.
Combat Engineers
Received accuracy is replacing the weapon accuracy bonus at veterancy 3. This will make late game Combat Engineers more survivable.
Conscripts
The sandbag changes that were applied to the other factions will now apply to Conscripts in the early game to encourage more mobility and positioning. Conscripts will build items faster once they have veterancy as they are reliant on their sandbags during the mid-game period. Their veterancy 3 bonuses have also been reduced due to how cost-effective Conscripts are in the late game when it comes to trading with other infantry.
Penal Battalion
Penal Battalions have received a number of changes to improve their performance. Some of their late game accuracy has been shifted to received accuracy to improve their survivability on top of the previously mentioned global bonuses provided by Mobilize Reserves. Their initial cost and reinforce time has also been reduced to better reflect their numbers and initial performance. In addition, the PTRS upgrade has been altered to serve as a true AT package. Penals with AT Rifles should now be able to ward away most early game light vehicles while being more potent against heavier armor. AI effectiveness with the PTRS rifles will maintain the same DPS as previously, though, the AT rifles will not be as consistent as the more accurate and faster-firing SVT against infantry.
M3 Scout
The M3 scout car is having armour exchanged for health, giving it more survivability against lightcannons and mines while having minimal impact against small-arms. The scaling of the M3 is also being improved by allowing it to gain veterancy faster and capture territory, rewarding unit preservation into the mid-late game.
M1910 Maxim Heavy Machine Gun
The following changes will help alleviate the deathloop issue the Maxim has by reducing the time it takes for a new gunner to responsd to orders/act. Sustained Fire is also losing its veterancy requirement to give early Maxims an on-demand suppression boost.
ZiS-3 Field Gun
The HE barrage is having its reload time increased to give team weapons more time to react when being barraged.
M5 Half-Track
The M5 is having its AA chance reduced. Previously it would immediately destroy planes due to its high rate of fire.
T-70
The T-70 is having some of its potential slightly lowered, particularly in the AI role. Recon Mode has also been adjusted to have a delay before the main gun activates, reducing its effectiveness when caught out of position.
SU-76
The SU-76 has receieved a large number of changes to improve its performance. The firing cone has been increased, allowing SU-76s to be able to track targets more effectively and the unit will now rotate faster at lower veterancy levels. General mobility at veterancy has also been improved for acceleration boosts. The veteran ability has also been replaced with Camouflage, allowing the SU-76 to remain hidden until targets come into range.
T-34 Ram Ability
The following change has been done to lower the impact of RNG for the Ram ability and allow vehicles hit by ram to still have a chance to move away when hit to avoid incoming airstrikes.
SU-85
With the reduction of armour on certain Axis tanks, along with the SU85 receiving improved penetration from previous patches, the unit no longer needs high veterancy bonuses for penetration. Furthermore, the Focus Sight ability has had a reduction in vision due to how potent the ability is when paired with artillery, or other AT assests.
Katyusha
The cost of Creeping Barrage is being slightly reduced to better reflect its performance - even with the bug fixes applied. The recharge bonus of veterancy 2 has also been reduced due to how fast veteran rocket artillery was capable of firing in the late game.
DShK HMG
The following changes are in line with other HMGs that have had their attach time adjusted.
ISU-152
The ISU-152 has received adjustments to make the unit less potent in team games. The unit's ability to shell infantry from extreme range made it difficult to attack the unit when it was paired with AT support and mines which the unit could hide behind. The range of the ISU in HE mode is being reduced to make it easier to catch the ISU out of position. Concrete rounds have also been adjusted to always penetrate armor and cost less munition, though the weapon's one hit kill radius has been reduced. The bug-fix to Concrete Rounds should also make it easier to use now as the unit no longer needs to cycle a reload if it has fired a standard shell and then follows up with a Concrete Round.
Soviet Mechanized Support and Shock Motor Commanders
Similar to the Jaegar Armor Commander, we are removing the abilities of these commanders to knock out heavy artillery pieces that would otherwise put pressure on the ISU and Elefant. The Sturmovick Attack Strafe has been added to gives these commanders potent AI power.
UI Adjustments
Critical Damage Icons
A small number of icons have been updated to address the differences between the levels of damage the vehicle has taken. The changes apply to immobilized and engine damage caused by snares. This will help better differentiate their icons from engine damage caused by mines and other sources.
Panzerfausts, AT Grenades for Mainline Infantry
For consistency across all factions, the snares for these infantry units have been standardized for all mainline infantry.
HMG Timed Abilities
Stealth Detection
Mine Sweepers for AEF, UKF, Soviets, and Ostheer
The following factions have received new unit shield icons when these units are given minesweepers. Previously, it was impossible to tell what weapons their units had if the minesweeper icon blocked the weapon icons.
Bug-Fixes
Bulletin Fixes
Hotfix - March 2nd 2021