by sgt.davis44 on Nov 23rd, 2009 digg this super bookmark
EU structures- Requirements, Units and Upgrades
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HQ:
This is your main structure. Without it you can not call in new infantry or some abilities. It calls in for infantry, armoured cars, engineers and transport. If it is destroyed you can not get reinforcements from your Battalion HQ.
Spawns:
- Engineer Platoon- Calls in an engineer Platoon. 2 Engineer Squads and 2 ETSVs(Engineer Transport and Support Vehicles). Only 3 of these Platoons are available per game and only 1 at a time, so guard them carefully.
- Infantry Platoons- Calls in an Infantry Platoon. 3 Infantry Squads, 1 Weapons Squad, 1 Recon Squad, 2 Light MG squads, 2 Light 60mm Mortar Squads and a Platoon Comand Squad. Only 2 Platoons are available at a time and 6 in total per game.
- Armoured Car Troops- Calls in an armoured Car Troop. 4 Armoured Cars and one Resupply Vehicle. Only 2 Troops are available at a time and 4 total per game.
- Transport Troops- Calls in a transport Troop for your light mechanized Units. 3 Transport Variants, 1 Recon variant, 2 Mortar and MG transport Variants(both usable when garrisoned) and a Command variant. Only 1 Troop at a time and 2 per game.
Upgrades:
- Weapon Upgrade Kits- Allows squads to add small upgrades to their weapons, admitted per squad for accuracy, improved cartridges, increased magazine capacity, range and rate of Fire. Only 3 of the upgrades per squad.
- Advanced Sighting Equipment- Gives the squads advanced sighting equipment. It increases LOS and slightly improves weapon accuracy, aim time, and range. The squads have to come into proximity of the HQ to get theirs.
- Camo Suits- Gives the squads light camo suits that give them camouflage when in light or heavy cover. It can be used when moving but they have to leopard crawl to use it to full effect. The squads have to come into proximity of the HQ to get theirs.
Requirements:
Field HQ:
This is your second most important structure. You can have 3 or four of them at a time. It calls in singular squads to replace lost ones from Company HQ. If they are all destroyed you can not get singular squad reinforcements.
Spawns:
- Infantry Squads (Including Commander Tree Units)- Singular squads(Infantry squad, Platoon Command, MG squad, Mortar Squad, Weapons Squad, and Recon Squad). There have to be some squads of the same type lost to be able to use each seperate reinforcement call-in. A command Squad MUST be garrisoned to use the reinforcements.
- Vehicles(Including Commander Tree Units)- Works the same way as the Infantry. A command Squad MUST be garrisoned to use the reinforcements.
Upgrades:
- *Sorry for not adding the requirements. The site keeps underlining everything and then takes it as one word, then when I try to save it it gives me the error that the content field cannot have a word with more than 80 characters.
Communications Outpost:
This building expands your command territory and allows you to build Supply depots, medical tents, and forward HQs in the sector. It also increases LOS of units in the sector slightly and increases their speed aswell. This structure also secures the territory sector.
Spawns:
Upgrades:
Requirements:
- Company Command Squad and 2 Engineer Squads
- Supply Truck in proximity OR ETSV in proximity
Observation Outpost:
This structure can be garrisoned by infantry and acts as a light defensive position. It can produce Scout/Observation squads. It secures territory sectors and has advanced monitoring systems to keep you up to date with enemy movements in the sector, even when not garrisoned.
Spawns:
- Observation Squad- Calls in an observation squad, only 2 are available at a time and 6 Total per game.
Upgrades:
- Light Sniper Weapons- Allows the recon squads to collect a light sniper weapon(M30). The squads have to come into proximity of the Communications Outpost to get theirs.
Requirements:
- 1 Infantry Squad and 1 Engineer Squad
- In command Territory
- Supply Truck in proximity OR ETSV in proximity
Medical Tent:
This structure gives manpower and munitions bonusses when injured infantry are retrieved from the battlefield. It also heals nearby infantry. It can produce medics and field ambulances to heal and collect injured or wounded soldiers on the battlefield.
Spawns:
- Medic Platoon- Calls in a medical Platoon consisting of 2 "ambulances" and 2 Medic Squads. These vehicles heal nearby infantry and when setup, retrieves wounded soldiers from the battlefield.
- Medic Squad- Calls in a singular Medic squad consisting of 2 Medics. They heal nearby infantry. Only 2 Squads are available at a time and 6 total per game.
- Medical Evacution Vehicles- Calls in a medical Evacuation Vehicle. It heals nearby infantry and when setup collects wounded soldiers from the battlefield. Only 2 are available at a time and 6 total per game.
Upgrades:
- Advanced First Aid Kit- Allows Infantry Squads to apply field dressing to wounded soldiers themselves and heal themselves faster when injured.
- Weapon Upgrades- Gives medics better weaponry than their standard UZI's or MP12's.
Requirements:
- 3 Infantry Squads and 2 Engineer Squads
- Supply Truck in proximity OR ETSV in proximity
Supply Depot:
This structure is your income provider for fuel and munitions. Without it, you lose all your income AND some of your resources. A supply truck arrives every 10 minutes to resupply the Depot. It also allows you to create supply trucks to enable your infantry to construct heavier defenses like sandbags, barbed wire and tanktraps. Upgrades are available to increase the capacity of the Depot that increases your income.
Spawns:
- Supply Truck- Calls in a supply truck, whenthe supply truck is near infantry they can build heavy defenses. It also allows for upgrading weaponry, rather than having the unit move back to the HQ or supply depot.
Upgrades:
- Increased Capacity(Munitions)- This upgrade increases the Munitions Capacity of the Depot, this then increases your munitions income.
- Increased Capacity(Fuel)- This upgrade increases the Fuel Capacity of the Depot, this then increases your fuel income.
- Economical Production- This upgrade will allow repair costs of vehicles and production costs of weapons to decrease at the field bases in the rear. Thus allowing you to get them more quickly and at a cheaper rate than before.
- High Octane Fuel- This upgrade will supply vehicles with high octane fuel, this increases speed but will affect how much repairing is needed to maintain the vehicle's engines.
Requirements:
- 1 Engineer Squad, 3 Transport Vehicles and 2 Armoured Cars
- Supply Truck in proximity OR ETSV in proximity
Weapons Cache:
Works on the same principle as the supply depot but can not spawn supply trucks and is a once off structure. Once built, it adds to your income of munitions and fuel for 20 minutes until depleted. When infantry are in proximity, they can build heavy defenses while close enough.
Spawns:
Upgrades:
Requirements:
- Airborne Tree and 3 Paratrooper Squads OR Special Forces Tree, 4 SAS squads and 2 32 "Buffalo" Battalion Squads or 2 Ranger Squads
- Supply Drop in proximity OR ETSV in proximity OR Supply Truck in proximity
MG Turret:
This turret can be built to cover a minefield or defensive position. Being automated, it doesnt need any humans to control it. It is not mobile and remains stationary untill it is packaged and ready for transport by engineers. It can be ugraded with a 40mm GLMG OR 4 AT Missile Tubes aswell as having its 6.8mm Mchine Gun replaced by a lShort Barrel version .50cal Machine Gun.
Spawns:
Upgrades:
- 40mm Grenade Launcher attachment- Adds a 40mm GLMG to the Turret(Must not have the AT missile Upgrade)
- AT Missile Lancher attachement- Adds 4 AT missile Launcher Tubes to the Turret(Must not have the 40mm Upgrade)
- .50 cal MG Upgrade- Replaces the 6.8mm MG with a .50cal MG
Requirements:
- Supply Truck in proximity OR ETSV in proximity
- 1 Engineer Squad and 3 Infantry Squads
Anti-Aircraft Station:
This station can be garrisoned by infantry or an Anti-Air Squad for defense. It offers protection to your AA vehicles "garrisoned" inside and increases its accuracy by stabilizing it.
Spawns:
Upgrades:
Requirements:
- 2 Engineer Squads, 2 AA squads and 2 AA vehicles.
- Supply Truck in proximity OR ETSV in proximity
Defensive Emplacement:
This defensive structure can be garrisoned by a mortar squad and an MG squad. There is also room for normal infantry when in use by ONLY 1 of the two of these or none. It provides good cover and is very strong and well built, that means it can take and protect its occupants from artillery, mortar and tank fire for some time.
Spawns:
Upgrades:
- Firing Slots- This upgrades the position with small firing slots so infantry garrisoned inside are less vulnerable from outside fire, however, it does decrease accuracy some because they cant aim as well with small firing slots.(Requires the "Bunker" upgrade)
- "Bunker" Upgrade- This upgrade replaces the metal and sandbag construction of the position with metal and concrete. This increases its strengh against artillery, mortar and tank fire making it an even better defensive position.(Requires a Supply Truck or ETSV to be nearby).
Requirements:
- Supply Truck in proximity OR ETSV in proximity
- 1 Engineer Squad and 3 Infantry Squads
Mortar Pit:
This structure provides cover to mortar teams from artillery and infantry fire. It can also be garrisoned by normal infantry and used as a defensive structure.
Spawns:
Upgrades:
- Concrete Strengthening- This upgrade adds to the structures strength by reinforcing it with concrete sides and an armoured roof.
Requirements:
- 1 Engineer Squad and 2 Mortar Squads
- Supply Truck in proximity OR ETSV in proximity
Ground Wall:
A ground Wall is a defnsive "emplacement" that acts like sandbags however, it doesnt give as much cover and doesnt need anything more than a shovel. It is made by infantry with shovels by piling soil or snow into a "wall" type of setup, it can easily be constructed in the field. Another version made of concrete is also available for more permanent defenses.
Spawns:
Upgrades:
Requirements:
Sandbags:
Sandbags provide heavy cover for infantry in the defensive role. It is quick to construct and doesnt need alsot of resources to build.It doesnt give very good cover against artillery and mortars though, ballistic weapons can be better countered by adding concrete strengthening.
Spawns:
Upgrades:
- Concrete Strengthening- This upgrade adds concrete to the sandbags increasing its durability against ballistic weapons.
Requirements:
- Supply Truck in proximity OR ETSV in proximity
Anti-Infantry Mines:
These are light, high explosive fragmentation mines. They can be airdropped or placed by engineers to cover an open flank against infantry. Vehicles can detonate them aswell but doesnt easily destroy them. It can provide for defense against light vehicles and sometimes blows the tracks or wheels off of the vehicle.
Spawns:
Upgrades:
Requirements:
- Supply Truck in proximity OR ETSV in proximity
Teller Mines:
These are heavy mines that need alot of pressure to detonate. These mines are designed to only explode when vehicles drive over them, they usually blow the tracks or wheels off of the vehicle immobilizing it. They also destroy vehicles by detonating side charges beside them that blow up under the vehicle, cutting into its soft underside.
Spawns:
Upgrades:
Requirements:
- Supply Truck in proximity OR ETSV in proximity
Tank Traps:
These concrete "structures" stop most heavy vehicles by being placed close together and in such a shape as to not allow the vehicle to drive over it. They also provide cover for infantry when they hide behind it, but be carefull, the enemy can use this to his advantage when used at a defnsive emplacement.
Spawns:
Upgrades:
Requirements:
- Supply Truck in proximity OR ETSV in proximity
Barbed Wire:
Barbed Wire stops infantry and light vehicles. It can however sometimes get entangled in the tracks or wheels of a heavier vehicle ang stop[ them from turning further, thus emobilising the vehicle.
Spawns:
Upgrades:
Requirements:
- Supply Truck in proximity OR ETSV in proximity
Camouflage "Wall":
This "wall" made of fake shrubs is used when setting up an ambush. It allows the units hiding behind it to go into cover and surprise the enemy when they least expect it. It also provides light cover and can be upgraded with heavy armoured plates to increase its cover provision.
Spawns:
Upgrades:
- Armour Plate- This upgrade adds armoured plates to the "wall". This increases its cover provision to the units hiding behind it and stops some vehicles from driving through.
Requirements:
- Supply Truck in proximity OR ETSV in proximity
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NOTE:
*This list has been setup by sgt.davis44 and Some things might be added or removed, therefore, it is considerred uncomplete and still in progress.
*It is the property of the Frostbite Development Group and the Cold of War mod series.
-sgt.davis
maybe an star wars mod,showing the 1,2,3 episodes,with clones moving and going behind cover and everything... awesome
This game is the best rts game
hey dudes check my AAR for COH OF Blitzkrieg
Twcenter.net
and do not be rude since its my first AAR,and its hard to get good pics without pousing the game
Like what im seeing for the Coh:ToV in sum leaked videos i seen M18 Hellcat, Panzer38(t) and rifle nades for americans now yay finally
So uh wheres the Zombie horde mod?
ahh this looks so cool XD
a standalone expansion
This is a new engine???????
Or just a stand-alone expansion???
same engine, but whit dx10. yes is and stand alone.
damn i love this game so much panzer grenediers FTW