A Company of Heroes PC game total conversion modification,which expands the player experience to create a battalion scale tactical combat simulation called Enhanced Combat Leader: Beyond Overlord because it uses Relic Entertainments Essence physics Engine to create a vivrant 3D RTS game with dynamic new play mechanics.

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United States' M4A3 medium tank, Sherman

wolff69 Blog

Design

Welded hull. Late models had improved cupola, a loaders hatch, and wet stowage for ammunition. Had the GAA-III V-WC motor.

Gun

The original armament of the M4A3 series was the M3 75 mm gun. To be able to mount the gun in the turret it was turned on its side. Loading was on the right side.The M34 gun mount was used early on but as it only protected the main armament soldiers in the field requested it protect the coaxial machine gun. The M34A1 was developed as a result and was standardized in October 1942. This shield was full width and had a direct sighting telescope installed.

Turret

The turret was a cast one piece design with a bulge in the rear to allow for the installation of radio equipment. The hatch for the commander could be rotated and there was a mount for a .50 cal HB AA machine gun. There was a rotating periscope for the commander in the turret hatch. The loader had rotating periscope in the roof of the turret. The gunner had a telescopic periscope that was synchronized in azimuth and elevation with the main armament. The roof of the turret also contained a 2" smoke mortar.There was a pistol port in the side of the turret that could be used for ejecting or reloading shells.There was a recessed ball race for the turret to revolve in that helped protect it from bullet splash.The turret basket was bolted to the turret casting and rotated with the turret.Later in production an armored cupola with six vision blocks replaced the rotating hatch. A mount for the .50 cal Browning AA MG was placed next to the cupola.

Hull

The hull was welded armor plate. At the expense of a desirable design it was easy and quick to manufacture. There were two hatches in the top of the hull, one for the driver and the other for the co-driver. Behind the co-driver's seat was an escape hatch. During production a change was made in the hull front. The full front was replaced with a 47° flat plate. This simplified production and allowed for larger hatches for the front crew. This plate also increased protection in the front. A gun barrel lock was installed in this plate. Later in production a sand shield was installed that covered the top run of the track.

Crew

The driver was on the left side and the co-driver on the right. The co-driver also operated the hull machine gun. The could see out vision blocks that were in the hull front of early models with hatch periscopes replacing them to simplify production. The main gun loader was on the left and the gunner on the right. The commander was behind the gunner.

Engine

The Ford V-8 engine was liquid cooled and placed in the rear of the hull. The twin exhausts went out under the vertical hull backplate. The cylinder block and crankcase were integrally cast in aluminum, but the cylinders were sleeved in steel. There were two four cylinder magnetos mounted at the rear of the engine on a cross shaft. The water pump was driven from the end of the crankshaft. The four mounting points for the engine were rubber padded. Two of these were on the bulkhead of the engine compartment and the others in the floor. There was a door in the rear and flaps with grilles on the top of the hull. The radiator was placed behind the engine. There were two vertical and two horizontal fuel tanks flanking the engine. They could carry 168 gallons and could be drained out the bottom of the hull if needed. On each side of the hull top were two caps for fueling the tanks. The driver could remotely operated two fire extinguishers in the hull compartment. These could also be operated externally. There were five forward and one reverse gear and a built in parking brake. Steering and stopping was done by the controlled differential which transmitted engine power to the drive unit that was at the front of the tank. The drive unit took power to the sprockets through a set of reduction gears. The power unit could be completely removed for easier maintenance.

Wet Stowage

One of the most requested upgrades from the field was an improvement to the ammunition storage. A direct hit to the ammunition storage would often lead to fire. A system that would have jackets of ethylene glycol (later replaced by water) surround the stowage and when pierced would reduce fire and the chance of explosions. This system required an additional 2,500 design changes of the M4.

Build03102013 game mechanics change log:

wolff69 Blog

I am releasing a new build very soon quite honestly am currently finishing the test process now so can remove all the bugs from this build then I will begin the changes for the next build because there is so much new stuff it's going to need greater clarification so that you can even play the tutorial because you will need to learn the mechanics and how to play enhanced combat leader. For example this is the current stuff for the next build:

1. Implementing now new camouflage system that permits players to conceal their tanks in cover and if they may camouflage then you have the ability to hide them in cover and this camouflage can only be implemented near bushes and brush and other terrain. But not all tanks can do this as they don't have a profile small enough to conceal (after all could you imagine hiding the Maus tank in a little bush?)

2. Anti-tank crews are more dangerous they can build the anti-tank pit emplacement and other defensive for Germans (although limited and very specialized and limit on what they can build.) also they have panzerfaust so don't try to run circles around them or you will be hit by a short range anti-tank weapon.

3. The critical hit systems are also getting a review machine guns can rout unprepared infantry that encounter them by surprise. Artillery not only does damage but it stuns so do big caliber rounds. Tank to tank combat is much better now allowing for units to do wider variety different critical hits for all tank crew men being hurt or killed with the vehicle which affects how they perform and operate the tank. Also fire after hit in engine does continues damage and can secondary explode ammo causing catastrophic explosion to vehicle also debating making wreck crushable by only heavy crush vehicles. (But I'll need peoples input on whether it's cool realistic or no because it's wrong or fake.)

NEW!! BETA RELEASE FOR Enhanced Combat Leader: Beyond Overlord ver.2.9.4

wolff69 Blog

Automatic doctrine benefits free artillery bombardments don't cost command
points don't have requirements for infantry doctrine
New Ability Weapon Bore Sighting

US Infantry Rifle Company (ETO: 1944-45)
• (1) Corps Independent Tank Battalion Headquarters Detachment:
o 1 M3A1; 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Battalion Service Company Ammunition & Supply
Detachment:
o 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
• (1) Corps Independent Tank Battalion Detachment (Assault):
o 1 M4-POA-CWS 75H2 Sherman (flamethrower) with Mine Flail*[/font]
• (1) Corps Independent Tank Battalion Reconnaissance Platoon Detachment:
o 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Battalion (Medium) Company Headquarters:
o 1 M4A3 (75-mm) "Sherman"
o 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Battalion (Medium) Company Platoon:
o 5 M4A3 (75-mm) "Sherman"
• (1) Corps Independent Tank Battalion (Light) Company Headquarters Detachment:
o 1 M5A1 Stuart
o 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Battalion (Light) Company Platoon:
o 5 M5A1 Stuart
The player recieves either an independent Tank Company or a Tank Destroyer
Company from the Corps not both.

• (1) Corps Independent Tank Destroyer Battalion Headquarters:
o 1 M8; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Destroyer Battalion Headquarters Service & Supply
Detachment:
o 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
• (1) Corps Independent Tank Destroyer Battalion Reconnaissance Company
Headquarters:
o 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Destroyer Battalion Reconnaissance Company Pioneer
Detachment:
o 1 Pioneer & Ammunition Squad
o 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
• (1) Corps Independent Tank Destroyer Battalion Reconnaissance Platoon
Headquarters:
o 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Destroyer Battalion Reconnaissance Platoon:
o 1 M8 "Greyhound" Armored Car
o 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Destroyer Battalion Company Headquarters:
o 1 M8 "Greyhound" Armored Car
o 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Destroyer Battalion Platoon Headquarters:
o 2 M8 "Greyhound" Armored Car
o 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Corps Independent Tank Destroyer Battalion Platoon:
o 4 M10 3" Gun Motor Carriage "Wolverine"
The player also recieves these additional units as part of their off-board
reinforcements from the division to form his core forces.

• (1) Divisional Combat Engineer Detachment:
o (1) infantry engineer rifle squad of (12) men;
o (1) .30-cal. M1917A4 Heavy Machinegun Squad
• (1) Divisional Calvary Reconnaissance Detachment:
o 1 M8 "Greyhound"
o 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Regimental Pioneer Detachment:
o (1) infantry engineer rifle squad of (9) men
• (1) Regimental Reconnaissance Detachment:
o (1) infantry rifle command squad of (6) men
o (1) Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1)Regimental Anti-Tank Company Detachment Headquarters:
o (1) infantry rifle command squad of (6) men
o (1) 57mm M1 Regimental Anti-Tank Company Detachment:
o (1) infantry weapon crew of (3) men
• (1) Battalion Headquarters Detachment, with:
o (1) infantry rifle command squad of (6) men
• (1) Battalion Pioneer & Ammunition Squad, with:
o (1) infantry engineer squad of (9) men
• (1) Battalion Anti-Tank Section Headquarters, with:
o (1) infantry rifle command squad of (6) men
o (1) 57mm M1 Battalion Anti-Tank Platoon Detachment, with:
o (1) infantry weapon crew of (9) men
• (1) Battalion Communications Platoon Detachment, with:
o (1) infantry rifle squad of (6) men
• (1) Battalion Weapons Company Headquarters Detachment, with:
o (1) infantry rifle command squad of (6) men
o (1) Heavy Machinegun Section Headquarters:
 (1) infantry rifle command squad of (6) men
 (1) .30-cal. M1917A4 Heavy Machinegun Squad:
 (1) infantry weapon crew of (4) men
o (1) Heavy Mortar Section Headquarters:
 (1) infantry rifle command squad of (6) men
 (2) 81mm M1 Heavy Mortar Squad:
 (1) infantry weapon crew of (4) men
• (1) Battalion Battery Forward Observation Detachment, with:
o (1) infantry rifle team of (2) men
o (1) Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
• (1) Infantry Rifle Company Headquarters, with :
o (2) infantry rifle command squads of (12) men and (2) Medics*
o (3) Rifle Platoons, each with:
o (3) Rifle Platoon Headquarters, with:
 (1) infantry rifle command squad of (5) men and 1 Medic*
 (3) infantry rifle squads of (12) men
o (1) Weapons Platoon Headquarters, with:
 (1) infantry rifle command squad of (6) men
 (2) Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
o (1) Light Machinegun Section Headquarters, with:
 (1) infantry weapon crew of (6) men
 (2).30-cal. M1919A4 Light Machinegun Squad:
 (2) infantry weapon crew of (2) men
o (1) Light Mortar Section Headquarters, with:
 (1) infantry rifle command squad of (6) men
 (3) 60mm M2 Light Mortar Squad,each with:
 (1) infantry weapon crew of (2) men
*medics require player selected research option

British Infantry Battalion structure was...
3-4 Infantry companies of 3 Rifle platoons each
1 Pioneer platoon of 1 Pioneer section and 2 Assault Pioneer sections
1 Scout platoon of 4 Scout patrols of 3 Carriers each
1 Anti-tank platoon of 4 OQF 6 pounders
1 Mortar platoon of 3 sections of 2 Mortar teams each

I think I'm missing one more platoon here.

Machine-guns (Dismounted and carrier-mounted), as well as Heavy Mortars, were
concentrated in a divisional level battalion that was parceled out as needed to
the Infantry.

Royal Engineers, Royal Artillery, Royal Artillery Anti-tank (M10s and OQF 17
pounders), Recce (Humber armoured cars), and Light Anti-aircraft (Bofors) were
in separate battalions at divisional level also. Everything else was attached
from outside the division.

Infantry from a Motor Battalion in an Armoured Division are again different.
Cover that later.

Here's a quick breakdown I've gathered from other non-web sources:

US
Ammunition & Pioneer squad (1 M3, 7 Garand)
Combat Engineer squad (Truck or Half-track or Glider/Parachute) (1 M3, 8 Garand,
1 Bazooka)

Rifle Battalion

Machine Gun Platoon
• 4 .30 cal Machine Guns
• 4 Transport trucks
• 2 Bazookas

Mortar Platoon
• 6 81mm Mortars
• Paired up, 3 groups of 2
• 2 bazooka's
• 3 Transport trucks

Anti-Tank Platoon
• Not sure what this means: "Its three squads each served a single 57-mm
antitank Gun" does than mean there was ONE AT gun between 3 squads or was there
3 AT guns?
• 10 men per gun! I think 4 max for CoH
• 3 Transport trucks, one with a .50cal
• 1 Bazooka

Rifle Company/Platoon
• 3 Squads of 12 men
o Leader and assistant leader
o 3 men --> BAR gunner, observer and ammo bearer.
o 7 are the assault team, 2 of whom are designated scouts.
o Scouts join the assault team when attacking.
• 1 designated sniper per platoon/Company
• 1 radio man
• 3 light 60mm mortars
5 Barzookas

British
Pioneer section (1 Sten, 7 Enfield)
Assault Pioneer section (1 Sten, 4 Enfield)
Royal Engineer Field squad (Lorry) (1 Sten, 11 Enfield)
Info on Parachute and Airlanding to come later

British Infantry Battalion structure was...
3-4 Infantry companies of 3 Rifle platoons each
1 Pioneer platoon of 1 Pioneer section and 2 Assault Pioneer sections
1 Scout platoon of 4 Scout patrols of 3 Carriers each
1 Anti-tank platoon of 4 OQF 6 pounders
1 Mortar platoon of 3 sections of 2 Mortar teams each

I think I'm missing one more platoon here.

Machine-guns (Dismounted and carrier-mounted), as well as Heavy Mortars, were
concentrated in a divisional level battalion that was parceled out as needed to
the Infantry.

Royal Engineers, Royal Artillery, Royal Artillery Anti-tank (M10s and OQF 17
pounders), Recce (Humber armoured cars), and Light Anti-aircraft (Bofors) were
in separate battalions at divisional level also. Everything else was attached
from outside the division.

Infantry from a Motor Battalion in an Armoured Division are again different.
Cover that later.

German
Panzer Abteilung Pionier squad(Truck or SdKfz 251) (1 MP40, 3 Kar98k, 1 MG42)
Aufklärungspionier squad (SdKfz 251) and
Panzerpionier squad (SdKfz 251) (1 MP40, 7 Kar98k, 2 MG42)
Panzerpionier squad (Truck) (1 MP40, 7 Kar98k, 1 MG42)
Pionier squad (15 Kar98k)
Fallschirmpionier squad (2 MP40, 7 Kar98k, 2 MG42)

Enhanced Combat Leader: update #2

wolff69 Blog 1 comment

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 unit’s 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<!-- / message --><!-- edit note -->

Command Doctrine

wolff69 Blog

Command Doctrines are intangible elements that are not based around abilities but instead determine the technical limitations of equipment and training 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.<!-- / message --><!-- edit note -->


Squad Size

wolff69 Blog

Enhanced Combat Leader implements command and control at the squad level through the integration of unit command personalities who augment the squads by enhancing their stats and enabling special abilities.

Certain nations organized their military unit formations to historically integrate NCO’s and Officers (sergeants, lieutenants ect.) in specific command formations at the platoon level others integrated them into the rifle squad and some of these values reflect that.(I use the Osprey publishing battle orders series, and for the Germans the US War departments handbook of German forces.)

There are some revisions that I will have to make once I have researched more sources of information (this is of course based on Sturmhaubitzes suggestions) so there might be certain formations sizes that will be changed by the first release. These changes will be posted in a series of updates on this thread so keep checking in to receive more information about Enhanced Combat Leader.<!-- / message --><!-- edit note -->

Some updates to the changes that are in progress for the first release

wolff69 Blog

Custom/Other Changes:

Modified Ability Zeal
Modified Ability Supervise provides bonus modifier to construction time, and building production speed
Modified Ability Inspired Assault
Modified Ability for the Fatherland
Modified Ability Suppressive Fire
Modified Ability Armor Piercing Burst
Created a new ballistic model for target acquisition, tracking and engagement for tanks that is based on real world physics that adjusts aim/time modifier ratios for all anti-tank weapons to match historic data values
Modified Ability First Strike
Modified Ability Armor Piercing Shells
All Weapon attributes have been completely redone to matchup with historically accurate data
Completely Reworked ballistic penetration system
New costs system designed from historical data
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
Recalculated all turn horizontal, vertical speeds of tank guns to match historic data
Secondary weapons upgrades improve vehicle visibility and detect concealment radius and these abilities also improve with veterancy
Headquarters can be attached to their respective squad/section by via the squad attachment button control in the unit display menu this enables platoon/company leaders to follow their squads wherever the squad moves on the battlefield automatically
Smoke reduces unit visibility unit sight range and unit detect camouflage range<!-- / message --><!-- edit note -->

The Game Modification

wolff69 Blog

This mod makes extensive modifications to the Company of Heroes game in fact the change-log that I have posted only shows a fraction of the changes that im making to the game. when the first release of the game is ready I will also post the tactics guide that will allow players to better understand the new game features that my modification makes available to players. I will be hosting the Enhanced Combat Leader game modification on filefront and provide two download options:

1. the first option packages the mod in one complete package for highbandwith downloads.
2. the second breaks the mod up into several smaller components for lowbandwith downloads.

that way anyone with an internet connection can download the Enhanced Combat Leader modification for the Company of Heroes: Opposing Fronts game.<!-- / message --><!-- edit note -->