Enhanced Combat Leader: Beyond Overlord -1 reply

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wolff69

Enhanced Combat Leader

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16th October 2005

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#1 10 years ago

Enhanced Combat Leader: Beyond Overlord Release Date: Early Beta - To Be Announced

Is a multi-player game modification for Company of Heroes: Opposing Fronts that emphasizes tactical combat, realism, and historical accuracy by allowing players to command and deploy company size forces throughout the Normandy Overlord Campaign, players get to create and command authentic WW II Battalion Level formations. Through the advantages of the Relic essence engine players can enjoy a new game experience with many dynamic features that emphasize tactical command and control and exploits the dynamic elements of the living soldiers system by providing player squads many new ability enhancements which allow players to execute advanced tactical combat strategies, players can also execute squad level tactical orders and unit abilities in a smoother more intuitive way.

Features:

=================Units=================

New unit; German "FallschirmJäger Gruppe" as new infantry New unit; German "Ostbattalion Gruppe" as new infantry New unit; German “Volksgrenadiere Submaschinengewehr Gruppe” as new infantry New unit; German “Volksgrenadiere Gemishtselbsttätigkampfmittel Gruppe” as new infantry New unit; American “Battalion Pioneer & Ammunition Squad” limited to 1 New unit; American "Battalion Headquarters Detachment" limited to 1 New unit; American "Battalion Battery Forward Observation Detachment" limited to 1 New unit; American "Company Headquarters" limited to 2 New unit; American "Platoon Headquarters" limited to 3 New unit; American "Weapons Platoon Headquarters" limited to 1 New unit; American "Heavy Machinegun Section Headquarters" limited to 1 New unit; American "Light Machinegun Section Headquarters" limited to 1 New unit; American "Light Mortar Section Headquarters" limited to 1 New unit; American "81mm M1 Heavy Mortar Squad" limited 2 New unit; American "60mm M2 Light Mortar Squad" limited to 3 New unit; American ".30-cal. M1919A4 Light Machinegun Squad" limited to 2 New unit; American ".30-cal. M1919A4 Heavy Machinegun Squad" limited to 1 New unit; American "GMC CCKW 6x6 2-1/2 ton.(G-508)Truck [Troop Transport]" from Single Player New unit; American "GMC CCKW 6x6 2-1/2 ton.(G-508)Truck [Supply Variant]" from Single Player New unit; American "105mm M2A1 Howitzer" from Single Player limited to 2 New unit; German "Opel “Blitz” 3-ton. 3.6-36 S." from Single Player New unit; German "Flakvierling 38" from Single Player New unit; German "Flakvierling 36 88mm antiaircraft gun" from Single Player New Ability Weapon Bore Sighting

- New tactical formations such as sections: 2 or more squads; squads: 9-12 squad members; teams: 2-4 men. To enhance game play with new combat elements.

- Rangers: receive SMG, Bazooka Upgrade - Sniper: Higher cost of Manpower, limited to 3 - German 3.7 cm Flak 43 auf Flakpanzer IV "Ostwind" limited to 2 - Transport Trucks (e.g. Opel Blitz) can transport and reinforces units @ slower rate than HQ buildings while also reducing the recharge times on all munitions based abilities - German Tanks have Armor Skirts and Machinegun upgrade selections for each unit deployed - Unit build placement changed - All Weapon attributes have been completely redone to match-up with historically accurate data - Completely Reworked ballistic penetration system - New costs system designed from historical data - Added New Officer Abilities - All Infantry, Crew weapons, and Self Propelled ATGs gain camouflage ability - All Player controlled units with the exception of the goliath gain ability to detect camouflaged units - Goliath sight range, engagement range and weapon damage adjusted - All machineguns (with the exception of BAR, Fallschirmjäger Gewehr 42, Squad MG-42) gain Suppressive Fire ability - All machineguns (with the exception of BAR, Fallschirmjäger Gewehr 42, Squad MG-42) gain Armor Piercing Burst ability

===============Custom/Others=============

- Change ammo cap/fire rate of automatic weapons (More Historically accurate) - Historically accurate vehicle and weapon names - Unit Abilities and costs redone - Higher Unit Population Cap. - All New Doctrine System: reorganizes/amends default Company of Heroes: Opposing Fronts allied/Axis doctrines - New Artillery Abilities for US Infantry - SMG,RIFLE,CARBINE Tracers - Shell speeds higher - M4-POA-CWS 75-H2 Sherman (flamethrower) cost modified and receives new upgrades - Goliath cost modified - German 3.7 cm Flak 43 auf Flakpanzer IV "Ostwind" cost modified - New Sherman variants with new/modified upgrades - Created a new ballistic model for target acquisition, tracking and engagement for tanks that is based on real world physics which adjusts aim/time modifier ratios for all anti-tank weapons to match historic data values - Created a new method of calculating movement rates using real world physics to model as accurately as possible all historic data values of every vehicle in the game

===============Squad sizes================

US Paratrooper Squad: 12 US Ranger Squad: 12 US Rifleman Squad: 12 US Rifle Platoon Headquarters: 5 US Weapons Platoon Headquarters:4 +2 jeep US Light Machinegun Section Headquarters:3 US Heavy Machinegun Section Headquarters:6 US Light Mortar Section Headquarters:3 US Heavy Mortar Section Headquarters:6 US Company Headquarters: 12 US Battalion Headquarters Detachment: 6 US Battalion Pioneer & Ammunition Squad:9 US Battalion Battery Forward Observation Detachment:3 +1 jeep US Mechanized Rifleman Squad: 12 US Mechanized Rifle Platoon Headquarters: 5 US Mechanized Weapons Platoon Headquarters:4+2 jeep US Mechanized Light Machinegun Section Headquarters:3 US Mechanized Heavy Machinegun Section Headquarters:6 US Mechanized Light Mortar Section Headquarters:3 US Mechanized Heavy Mortar Section Headquarters:6 US Mechanized Company Headquarters: 12 US Mechanized Battalion Headquarters Detachment: 6 US Mechanized Battalion Pioneer & Ammunition Squad:9 US Mechanized Battalion Battery Forward Observation Detachment:3 +1 jeep US Mechanized .30-cal. M1919A4 Light Machinegun Squad: 4 US Mechanized 60mm M2 Light Mortar Squad: 4 German Grenadiers: 9 German Fallschirmjägers: 9 German Waffen-SS Sturmtruppen Gruppe: 9 German Ostbattalion Gruppe: 9 German Volksgrenadiers Gruppe: 9 German Volksgrenadiere Submaschinengewehr Gruppe: 9 German Volksgrenadiere Gemishtselbsttätigkampfmittel Gruppe: 9 US .30-cal. M1919A4 Heavy Machinegun Squad:4 US .30-cal. M1919A4 Light Machinegun Squad: 4 US 60mm M2 Light Mortar Squad: 4 US 81mm M1 Heavy Mortar Squad: 4 US Combat Engineers: 3 Sturmpioniers: 3

===============Weapons==================

- Paratrooper Squad - 2:M1A1 Carbines; 10:M1 Garand ---UPGRADE [AT:57-mm RCL; SMG: Thompson (2); BAR(2)]---

- Ranger Squad - 2:M1A1 Carbines; 10:M1 Garand ---UPGRADE [AT:M6 Bazooka; SMG: Thompson (2); BAR(2)]---

- Rifleman Squad - 2:M1A1 Carbines; 10:M1 Garand ---UPGRADE [SMG:M3 (2); BAR(1)]---

- American Sharpshooter; Scoped M1903A4 Springfield ---UPGRADE(NONE)---

- German Sniper; Scoped Kar98 ---UPGRADE(NONE)---

- German Grenadiers – 6:Kar98 k; 2:MP40; 1:Luger Pistole 08 ---UPGRADE [AT:Ratekenpanzerbuchse 54; LMG:MG-42(1)]---

- German Waffen-SS Sturmtruppen Gruppe – 6:Gewehr 43; 2:MP40; 1:Luger Pistole 08 ---UPGRADE [AT:Ratekenpanzerbuchse 54; LMG:MG-42(1); SMG:StG44(2)]---

- German Fallschirmjägers - 6:Gewehr 43; 2:MP40; 1:Luger Pistole 08 ---UPGRADE [AT:Ratekenpanzerbuchse 54; LMG:Fallschirmjäger Gewehr 42(2); SMG:StG44(2)]---

- German Ostbattalion Gruppe - 7:Kar98 k; 2:MP40 ---UPGRADE(NONE)---

- German Volksgrenadiere Gruppe - 6:Kar98 k; 2:MP40; 1:Luger Pistole 08 ---UPGRADE [AT:Panzerfaust 100; LMG:MG-42(1)]---

- German Volksgrenadiere Gemisht-selbsttätigkampfmittel Gruppe - 3:Gwhr 43; 5:MP40; 1:Luger Pistole-08 ---UPGRADE [SMG:StG44(5); LMG:MG-42(1)]---

- German Volksgrenadiere Submaschinengewehr Gruppe - 9:MP40 ---UPGRADE [SMG:StG44(9)]---

- US Bazooka-Team - 2:M1A1 Carbines; 1 Bazooka ---UPGRADE(NONE)---

- US Artillery Forward Observation Teams - 2:M1A1 Carbines ---ABILITY(Victor Targeter, Overwatch Barrage, Creeping Barrage, Counter Battery)--- ---ABILITY(Air Strikes)---

============Names (examples)==============

Panzergrenadiere Ostbattalion Trupp MG-42 Gruppe Sturmtruppen (SS Kampfgruppe) Volksgrenadiere (Sturm)Pioniere FallschirmJäger Abteilung

SdKfz 251/1 SdKfz 251/2 Wurfrahmen "Stuka zu Fuss" SdKfz 251/16 Flammwerfer 42 SdKfz 234 "Puma" Pzkpfw. IV Ausf. H Pzkpfw. V "Panther" Ausf. G Pzkpfw. VI "Tiger" Ausf. E Pzkpfw. VI "Königstiger" Ausf. B BMW-R12 SdKfz 142/2 "StuH 42" SdKfz 167 "StuG IV" 3.7 cm Flak 43 auf. Flakpanzer IV "Ostwind"

M4A3 (76)W Sherman M4A3 (75)W Sherman M4-POA-CWS 75-H2 Sherman (flamethrower) M10 Tank Destroyer "Wolverine" M26 “Pershing” (T26E3) Willys MB (30 cal.)

Credits:

Want to say thanks to these people, for helping, and supporting the Company of Heroes Game Modification Community!

-Warnstaff (who makes a great AI mod!) -Halftrack (for his excellent Skins) -Blacklabel (for his excellent Skins) -Panzer Jäger for Gewehr 43 Skin -Sig21 (for all his help with my questions and the permission to use his Skins) -Luciferum (for Historical Skins) -LoransKorn for this sound pack -All the people from relic and the forum community for all they do to make great games even better!




wolff69

Enhanced Combat Leader

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#2 10 years ago

1. There will still be logistical buildings. The starting Headquarters will continue to serve a purpose, you still need build to infrastructure such as Barracks, Tank Depots, Kampfkraft centers, or any other base building. 2. All units arrive from off the map. Nothing is built on the map, but is requisitioned from the appropriate structure and enters the game from the starting entrance road in your territory. 3. You buy upgrades for your force. However there is an expansion to the upgrade progression tree which unlocks abilities and units this will change the progression of how old Company of Heroes abilities like "Escalate to Skirmish" unlock abilities and additional unit upgrades, which preserves the need to build structures such as Supply Depots (which will still be necessary in order to unlock units and additional formations.) but there are imposed limits preventing you from deploying powerful units initially, as well as cost and hard cap limits that all units have.

In addition to these major points, there are a few more game play changes.

4. You cannot build a single unit endlessly. There is a hard limit on the number of any particular unit that can be deployed during a game, and this limit varies depending on the company the player chooses (More on that in the other updates). This represents the reality that there is no infinite reserve of anything in an army. 5. Off-Screen artillery can target enemy troops and hardened positions. The way Artillery is handled has been modified to work through special observers that direct artillery units to barrage the targeted area. If the observers can't see the target, the artillery can't fire on it. The observer's ability to call in an artillery strike has been modified, and special abilities that make all artillery of the specified type to fire on the enemy (Similar to Victor Targeter) have been added to both the axis and the allies. 6. Infantry and weapon teams automatically conceal themselves when in cover. Infantry in light cover or better automatically disappear from view until you get within a certain distance of available cover, allowing them to sneak around the battlefield and ambush enemies but units do not retain this ability to remain concealed when in the open.




wolff69

Enhanced Combat Leader

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#3 10 years ago

Command Doctrines are intangible elements that are not based around abilities but instead determine the technical limitations of equipment and training in the which affect the organization of Defenses, the implementation of Blitzkrieg, and Terror tactics. The differences between Enhanced Combat Leader and Company of Heroes: Opposing Fronts is that the options players enable through the use of command points enable requests for reinforcement assets such as specialized infantry, artillery, and tank reinforcements; the selection of command options also unlocks unit abilities, weapon, and upgrades that enable special effects which enhance the combat effectiveness of units.

Command Doctrines enable abilities that encapsulate the requisite authorization for off-board reinforcements or off-map artillery support. Most advantages of the old doctrine systems now are encapsulated in a tiered design structure by which modifiers are integrated into cost/penalty [-], benefit/bonus [+] architecture, which is then made available to units using a series of perquisite/requirement {conditional encapsulation}. The emphasis of Doctrines will focus on tactical strategy within the framework of historical "Doctrinal" limitations which are hard coded and beyond the players ability to control; the framework of the game orients players to conform their style of play and make the best of each formations inherent strengths and weaknesses rather than change these limitations.

At the beginning of the game, every player must choose a unit command that predetermines what type of Company is available before they can begin deploying units. Your choice of the unit command type can only be chosen at the very beginning of the game and determines what units are available and in what quantity, you cannot undo your choice or pick another once you have made your unit command selection. The availability of equipment is based off actual Tables of Organization and Equipment (TO&E, or KStN for German companies) in use during World War II. Your choice of unit command also determines what Corps or Divisional assets are available to your company for purchase.




wolff69

Enhanced Combat Leader

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#4 10 years ago

Historical accuracy - Doctrine is guided by strategic analyses, Military planners actively shape the viability and effectiveness of a military institution they and their decisions are directly responsible for the strength and weaknesses of a military/industrial complex and guide its development each step of the way. These leaders shape the institutional mentality of their forces and gain influence through reputation to affect innovations or other subtle changes. If a doctrine is flawed or half-heartedly implemented; the experiences gained will be hard won through costly attrition of forces against decisive counter-attacks and overwhelming defenses. Through massive assaults and rigid defenses high casualties develop; and although success is achieved eventually it leaves your forces shattered and barely combat effective.

Military Command and Control - This aspect of doctrine analyses the strengths and weakness your Command and Control Hierarchy and its ability adapt to effectively to the influence of tactical innovations in a changing battlefield environment. The Enhanced Combat Leader method of play uses command personalities for squads these special characters within the squad give the squads access to a wide range of abilities, equipment upgrades, and provide combat modifiers which affect their units combat effectiveness.

Tables of Equipment & Organization - Historical tables of equipment & organization will provide detailed listings of the units weapons load outs to enhance realism and create an immersive experience, providing players with multiple game upgrade options that are both historically accurate and dynamic, impacting the combat effectiveness of the squads. the Enhanced Combat Leader weapon damage model has changed to the way weapon damage is handled in Company of Heroes: Opposing Fronts these enhancements directly affect the game mechanics of combat to provide greater realism and a better game experience.




wolff69

Enhanced Combat Leader

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#5 10 years ago

You begin the game with 500 Manpower, 50 Munitions, and 50 Fuel as resources. At any one time you can only have up to 1500 Population worth of unit’s active at one time (A squad of 1 man or 12 men still counts as its full cost for this calculation). Players use Manpower to buy units but all unit costs have been changed to fit into the new system (i.e. some have been reduced others have been increased). Unit upkeep will be increased, so that the closer you are to the 1500 Population limit, the less resources income is received to purchase additional units. This rectifies the problem with generating excessive surplus resources and places greater emphasis on territorial control. Resource income from territory will be enough to offset upkeep. Munitions and Fuel income will also be subject to upkeep but will be calculated as a rational value {upkeep modifier [+]} to place an incentive on capturing territory.

There are requirements that effect how the core elements of your companies are made available for purchase. A nominal strength company is compromised of a Company Headquarters Platoon consisting of 2 or 3 Command Squads each with 6 to 12 men (restricted by the company type selected by the player) from this minimum core of units players form the nucleus of their companies combat forces expanding the size of each force to field support gun teams, basic transports, and other assets. If you want to field heavier assets like armor, you'll need to need to select the appropriate command menu options that meet the requirements necessary to bring your infantry company up to moderate strength and enable the availability of these additional assets for deployment. Players expand the core elements of their companies through the purchase of infantry squads which initially are nominally equipped and must be upgraded as the game progresses if a player sustains losses through combat it will be necessary to bring in more assets to replace casualties.




wolff69

Enhanced Combat Leader

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#6 10 years ago

[COLOR=black]Also, since Im a big fan of Advanced Squad Leader I wanted to incorporate a lot of the great things that I really enjoyed about It that is why players of Enhanced Combat Leader will find that there are many changes to the Company of Heroes: Opposing Fronts game mechanics like unit squad sizes, weapon loadouts, and the addition of command personalities (which is the ASL equivalent of heroes, officers, and other special characters) also there are many changes that add realism, historic accuracy, and a dynamic game feel, such as the effect of weapons damage and how players call in artillery.[/COLOR]




wolff69

Enhanced Combat Leader

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#7 10 years ago

Enhanced Combat Leader places a lot of emphasis on historic accuracy, realism, and dynamic tactical combat. I want players to have a dynamic game experience that will enable them to play tactically oriented games where they rely on cover to screen their troops from fire and try to evade enemy detection by maneuvering their forces around the battlefield and ambush their enemy with a lethal concentrated automatic firepower and coordinated artillery strikes. As players move their units around the battlefield the emphasis is placed on detection and engagement of enemy concentrations of infantry and destroying them, gaining territorial control becomes very important also in Enhanced Combat Leader because it provides resources which are vital to expanding a players core forces but the most successful players will balance territorial control with consistent combat against enemy forces in order to gain vital combat experience from fighting the enemy to earn enough command points which will unlock access to more abilities and special units to further expand and upgrade their core forces.




wolff69

Enhanced Combat Leader

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#8 10 years ago

There will be a new map pack that will follow the Enhanced Combat Leader mod release which will feature 13 new maps from the actual Omaha beach landings using the historic bigot classified map which will be sectioned into scaled 1024+ x 1024+ meter squares (similar to the advanced squad leader game boards) that will cover the Omaha, and Utah landing sites. The single player beach landing campaign maps will be scar coded so that allied players get the correct amount of units that the Americans actually landed on the beach in reinforcement groups every few minutes and will follow the timelines from actual historic accounts, the German units will also receive off-board reinforcements from their divisional reinforcement pool, but that information will be released in a special document that will be included with the map download.

Since Enhanced Combat Leader is currently under development by only me/myself I would appreciate it if any Dedicated Map Designer from the tremendous pool of talent that the modding community has to offer, and who would enjoy working on this project to contact me. I have developed a large collection of source (*.sga,*.sgb) files and additional information that I would share that with anyone who would enjoy the challenge of working on the mapping project.




wolff69

Enhanced Combat Leader

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#9 10 years ago

4. Sight ranges on all units are set to historical values; a camouflage detection radius is applied to all units. The ability to see terrain and enemies in the open is uniform across the board, but spotting hidden enemies varies in difficulty for different types of units. A medium or heavy tank is a very poor choice for spotting concealed units, while infantry are much better, and reconnaissance units are the best.

5. Gun ranges have been scaled within new sight ranges. The maximum range of a direct fire gun is varies between weapons due to different effective ranges, and weapons vary dramatically in range. However modifiers are applied to weapons so that as range increases, a penalty modifier [-] is applied to accuracy. Small arms ranges will occupy the variable ranges in meters at approximately 50m and below, and tank guns are 150m and up in range. Infantry anti-tank rockets have an approximate range of 50m, making it crucial that infantry ambush tanks at shorter ranges and not during the approach or in the open where a tank can exploit its superior range advantage, vehicles also have different sighting characteristics which are dependent on several important factors such as the type of vehicle, whether the secondary armament of the vehicle has been enabled or not, and veterancy which improves the ability of a tank crew to visually identify and track targets during engagements at longer ranges.




wolff69

Enhanced Combat Leader

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#10 10 years ago

Unit deployments follow several Layers of escalation which enable a variety of units and abilities starting at the lowest tier which is the battalion level, then escalating to the regimental level and finally ending at the divisional level, where off-map artillery support provided to command units enables additional supplemental barrages types, and additional platoon options for support. There are also plentiful bazooka weapons at the infantry platoon level and M1 57mm ATGs which are also supplied in limited numbers. Flamethrowers are available to Specialized Combat Engineer Infantry Squads. However, this historically all went through the Division's chemical warfare officer, so you can't deploy Flamethrower-equipped squads until you get to Divisional level support. US player will not have any flamethrowers immediately available at the beginning of the game.

Infantry Rifle Companies do not deploy M26 Pershing, M4 Sherman Calliope, or receive the M6 76mm Gun Upgrade options because those are exclusively available to Armored companies, but compensate for the limitations by the sheer amount of artillery firepower that the Infantry Rifle Companies can deploy; also all infantry can dig-in by building entrenched defenses, which makes them more difficult to dislodge they are defending against attacks. American Infantry, and to a limited extent Airborne Divisions, received more motor transport for their squads and sections than the Germans receive for the same Infantry squad type. Units like Armored Rifle squads, and Panzergrenadiers will have mechanized armored transport as a squad upgrade available that calls in one transport vehicle per squad. This option will be available in the ability selection menu of the squad.