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WHAT IS DIFFERENT?

TACTICS:
No amount of former gameplay time will make you any better in this mod, but rather common sense does. You will no longer just be fighting over arbitrary cap points and bridges, but for fire superiority of wide 'danger areas' and cover. You will have to move men with care to avoid enemy angles of fire and stack your own firepower carefully to achieve fire superiority. One man in the right place at the right time could overcome ten times his number. The game is no longer a trade of special 'power' abilities that resembles a pokemon battle.

SQUADS: Squad sizes are typically broken up into 3-man "sections", with complementary manuever and support elements.

LINE OF SIGHT: All units can now see up to 150 meters. Units no longer have an omniscient 360-degree view around them, only in the directions individual soldiers are facing and their peripherals. Sight decreases while a unit moves.

PERSISTANT ENVIRONMENT: Destruction stays forever. Shells and even bullets blow holes into the ground!

MORALE: New infantry morale system which gives infantry a chance to rout when faced with heavy casualties.

REALISTIC RANGES: All fire arms and explosives have half of their effective ranges and blast radii. This is still much more powerful than the vanilla game.

CRITICAL COMBAT: All weapons now inflict critical hits upon penetration; randomizing combat and allowing for instant kills. Tank shells are capable of evicerating their target in one lucky shot while high caliber anti-material machineguns tear their victims to pieces.

PHYSICAL BULLETS: The 'Kriespiel' series is the the only mod to feature bullets in CoH2 as physical projectiles. You will notice a discernable difference as multiple men can succumb to a single burst of a machinegn fire soldiers lying in shell holes survive the stream of tracers going over them.

NEW ABILITIES: Engineers can now construct all field defenses. All infantry can 'hit the dirt' and engage while prone. Infantry acutmatically sprint in combat and heal themsleves afterward. Infantry squads also can camouflage themselves, which is activated while in cover and suspended when they fire. They have a 'hold fire' ability for your disposal as well to allow them to keep themselves hidden. Armor can now discharge smoke to make their escape. Vehicles also have a speed toggle so they can support infantry or cruise on their own. Halftrack and wheeled vehicle speed is increased so that the use of mechanized infantry is actually beneficial.

SMALL ARMS: Rates of fire redone. In the original game, 'burst' weapon rate of fire is relative to distance from the target. That is incomprehensibly dumb. As bad as Nazis and Commies are, their proximity to you does not manipulate the cycling action of your weapon. Silly Relic. I made all weapons use their real rate of fire. You can now cut your enemies to pieces with the 1200 RPM MG-42 , which, for you math whizzes out there, is 20 rounds/second.
- Burst rates overhauled. Machine gunners will hold bursts longer, up to 5 seconds in close-quarter environments. Consequently they need to reload more frequently.
- Projectile speed changed. All projectiles now go their full speed. Each projectile has it's own appropriate velocity.
- Ballistic weapon accuracy and damage has also been reworked, relative to the type of weapon, projectile, range, and the skill of the unit. Close quarters combat is quick and vicious while long range skirmishes may ensue for a considerable amount of time. Moving units no longer engage like a rabble of CoD kiddies and must be stationary to be effective. Those little 3% unit accuracy perks may very well win the battle, but ultimately, takes strategy to win the war.
- All weapons have the potential to suppress, not just machine guns. It largely comes down to rate of fire, so stack multiple rifle squads against an enemy unit to suppress.
- Scatter altered. Bullets now travel along a more linear path and fall much further from the target if they miss.

HIGH-EXPLOSIVES: Mortars and grenades have a larger and 'stratified' area effect radius, to simulate the effect of both the blast and fragmentation. Previously, only the blast kills; but now some units several meters away can buy the farm. If you see that some units die further away from a blast than others, this is the reason why. The range at which this effect occurs is dependent on projectile size and the cover of the target unit.

FLAK: Flak cannon are now potent anti-personnel weapons, with their high rates of fire and shrapnel area.

FLAMETHROWERS: Flamethrowers engage at their real respective ranges, and instantly immolate infantry. Flamethrowers can ran out of fuel and take time to 'reload'.

ROCKETS: Anti-tank rockets and launchers overhauled. Bazookas, 'Schrecks, PIAT's and 'Fausts are armed with devastating shaped-charge HEAT rounds, which rely on their explosive power to penetrate armor, rather than velocity. This keeps their high penetration consistent at all distances, though suffer from poor accuracy. Tankers beware of moving in close quarters!

TANKS: Tank combat revamped. Armor and penetration values changed to mirror reality. Shell scatter altered for more realism. Units have ammo switches between AP, HE, APCR/HVAP, HEAT, and WP shells.

VETERANCY: Completely revamped veterancy system to better fit the mod. Veterancy is the skill of the unit; and it improves unit effectiveness and survivability. Veterancy is no longer shared or affects non-skill related weapon attributes, like penetration or rate of fire.

If you like the mod, join the group to find other players and receive update notifications: Steamcommunity.com

I've spent around 2000 hours developing this mod alone over the past four years. I love modding and will keep doing so, and any contribution would be greatly appreciated!
Venmo: @RebelSchutze
CashApp: $RebelSchutze

If you have any questions or concerns please comment and let me know what you think. I need critiques to improve this mod and compliments really help give me incentive to do it. Please enjoy the mod.

SUBSCRIBE TO PLAY: Steamcommunity.com

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Steam link, subscribe to play: Steamcommunity.com

Discord link, see hotfixes and get a multiplayer game going here: Discord.gg

Please enjoy!

Post comment Comments  (0 - 10 of 14)
Locutus_001
Locutus_001 - - 30 comments

can this be applied to the campaign gameplay or does it have to be loaded manually in game on spec map?

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Guest
Guest - - 691,025 comments

so where is the mod ?
i cant seem to download the mod

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alessandrowhites
alessandrowhites - - 16 comments

steam workshop

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romulus637
romulus637 - - 4 comments

You have to have COH2 on steam

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Draatur
Draatur - - 2 comments

holy **** this mod is great!
I mean... difficult as hell to get into, and maps with significant levels of elevation differences are a killer to immersion, but holy **** do i appreciate the level of realism you brought to this game with this mod!
It's like playing theatre of war, but with sensible command-control and actual decent graphics!!
Honest to god i have not been this hype about any mod since i originally found BK for coh1.
God bless you my man. God bless.

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Guest
Guest - - 691,025 comments

Installed the Mod -> my hq got hit by the enemy back at there base (rate it 11/10) no for real now why did that happen?

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Blue_Fyre
Blue_Fyre - - 713 comments

"The game is no longer a trade of special 'power' abilities that resembles a pokemon battle"

russia uses katjuscha! its very effective!

nice mod, i'll try it as soon as my exams are over

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ArcheSel
ArcheSel - - 216 comments

Hello! Mod seems promising. When you write "Factions now have access to most of their units"... this means doctrinal/rare commander units can be built?

Have you got a list of unit that are included in your mod?

Thanks ;)

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RebelSchutze Creator
RebelSchutze - - 9 comments

Yes! I'd love to create new units, and I have the mod tools and the knowledge how to do it, however the tools doesn't read my Java correctly so that it is impossible to create new attribute files to make new units with, so I am left to only recycle what is given.
Pretty much the units are vanilla, but larger squads sizes, altered armaments, and a completely new set off abilities. There are no more restrictions on these units so you can cull together a force to meet any situation.
That being said, it is impossible to make new unit models for CoH2, so I primarily focus on unit combat flexibility over diversity anyway, and I implore players to try this mod in pvp with a friend to fully appreciate the authentic complexity and brutality of my combat.

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Topsuey
Topsuey - - 2 comments

Any non steam version?

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RebelSchutze Creator
RebelSchutze - - 9 comments

I'll see what I can do to get one up, but I can't guarantee that it'll be updated quite as frequently as the steam version. That being said, I highly encourage you to buy a faction on steam to play the mod; the mod is best played in multiplayer.

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