ABOUT THIS OP: This OP is still incomplete. British should be started tomorrow.
I. Game Overview
Company of Heroes: Opposing Fronts is the sequel to the World War II RTS game Company of Heroes. [In this iteration we switch from the American’s liberation of Normandy in the face of Wehrmacht defenders, to the British Army’s retaking of Caen and Operation Market Garden against the Panzer Elite. The single-player campaign is supposed to be very scripted with “dynamic†weather added. Weather will not affect online play. Player’s who do not purchase the “expansion†will still receive the updated gameplay and be able to play against the new armies. Along the same lines, players who decide to only buy Opposing Fronts will be able to play against the original races and players who only own the first game. This is very similar to how Relic handled the Dark Crusade expansion to their Dawn of War franchise; however in this particular case you were unable to play owners of the original game. The game is currently in open beta(you can sign up for and download it at fileplanet) and is set to release in September 2007. Game has gone gold!
Current Minimum Requirements(as of 9-9-07)-
• Windows XP
• Direct X 9.0c
• 2.5GHz Pentium 4 or equivalent AMD Athlon XP Processor
• 1 GB RAM
• 3GB Free Hard Drive Space
• Nvidia GeForce 6600 and above with 128 MB Video Memory, or ATI x800 and above with 128 MB Video Memory
• DirectX® 9.0c compatible 16-bit sound card
• Keyboard, Mouse
II. Panzer Elite OverviewA. Playstyle
The Panzer Elite play very offensively in mind. They possess only one infantry unit type which can be upgraded with different weaponry(Note: Tank Buster and Assault Grenadiers are statistically the same as upgrade Panzer Grenadiers, more on that later). All other non-doctrinal units are fully mobile. Armored cars and half tracks make up most of the other units. The key to playing Panzer Elite to their fullest is harassment and aggressiveness.
B. Doctrines1. Luftwaffei. Overview
The Luftwaffe Doctrine combines offensive and defensive abilities. It allows the Panzer Elite to construct static defenses whilst still giving them abilities that they can use to keep the fight in the enemies territory. All-in-all, a very versatile choice.
ii. Left-Hand SideFallschirmjager Infiltration- 2 CP
Cost: 420 Man Power
Fallschirmjager are very tough infantry, possibly the toughest in CoH now. They are allowed to spawn in buildings located ANYWHERE on the map(The only hitch is that it must be able to hold their pop cap), even trenches! However, they can also spawn from the rear if that is what you prefer. With the ability to use anti-building grenades they can wreak havoc on an opponents base. The FG42 gives them fearsome counter to infantry. A good unit harassing the enemy's rear or killing his/her troops on the front.
Butterfly Bombs- 2 CP
Cost: 100 Munitions
Don't let their "cute" name fool you, these bombs are very deadly. They can be dropped at any point on the map. Similar to mines, they will camouflage several seconds after being dropped. Very useful to drop some of these into the path of retreating infantry .
Henschel Hs. 129 "PanzerKnacker"- 3 CP
Cost: 200 Munitions, Duration: 45 seconds
The Hs. 129 is fitted with 75mm anti-tank gun. With it, it decimates enemy tanks and vehicles. This ability calls in a squadron of these to patrol a sector, seeking out enemy tanks and other vehicles to destroy.
iii. Right-hand SideLuftwaffe Ground Forces- 2 CP
Cost-260 Man Power
These infantry units allow you to build static defenses. The basic sandbags, barbwire, and tank traps are available, but the real kicker is the Flak 28 20mm AA gun. This weapon is a potent anti-personnel weapon and allows you to lock down an area. It is an effective means of detering enemy aircraft too. Later on, they are capable of constructing the potent Flak 36 88mm cannon.
Whirblewind Flakpanzer- 2 CP
Cost-460 Man Power
The Whirblewind can take down infantry, aircraft, and even light vehicles. With four automatic 20mm cannons, it packs quite a punch.
Flak 36 88mm Cannon- 2 CP
Cost-400 Man Power/75 Fuel
This cannon can target ground and air units at a very long range. Excels at taking down enemy tanks. No different than the Wehrmacht's Defensive doctrine's 88mm cannon.
2. Scorched Earthi.Overview
Scorched Earth is a doctrine that focuses on denying the enemy of resources and access to areas. It also has some powerful artillery added into the mix. Most Panzer Elite players consider this doctrine the weakest, but I like it.
ii. Left-hand SideBooby Trap Building- 1 CP
A fairly to the point doctrine power. Use this ability to deny your enemy access to a building. Fairly situational.
Booby Trap Strategic Point- 1 CP
Like the last ability, you are able to set a booby trap with this. This time however, the booby trap is applied to a strategic point and is set off whenever your enemy tries to capture the point. Very good for denying the enemy resources.
Sector Artillery- 4 CP
Cost-200 Munitions, Duration-90 seconds
A sector is monitored closely for enemy activity. When enemy activity is detected, the area is pounded until the enemy leaves the sector or is killed.
iii. Right-hand SideRoadblocks- 1 CP
Set up a roadblock. You may wonder what advantage this has over tank traps and bardwire? Well it's uncrushable and no units can move through it. The only way to destroy it is through the minesweeper upgrade for sappers.
Scorched Earth- 3 CP
The doctrine namesake. With this power you able to destroy a strategic point. Your opponent must repair it before he is able to use it again. Very effective at keeping your enemy frustrated with harassment.
Hummel Self-Propelled Artillery- 3 CP
My favorite part of this doctrine. A very mean and mobile artillery piece. Very powerful shells, with amusing graphics and distinctive sounds. The only thing that arguably takes out British defenses better is the V1.
3. Tank Destroyeri. Overview
This doctrine and its powers are for the most part self explanatory. It's all about destroyer enemy armored vehicles. It appears to be the favored doctrine among Panzer Elite players. A common strategy is to get Tank Awareness and then go down the left side of the tree.
ii. Left-hand SideTeller Mines- 1 CP
Cost-50 Munitions
These are anti-vehicle mines(As in only enemy vehicles will detonate them) are laid down by Panzer Grenadiers. They are very nasty and one will usually damage a tanks engine. However, they are somewhat costly so make sure to place them at key choke points. A favorite tactic of mine is to bait an enemy's tank, with a light vehicle, into them.
Hetzer- 3 CP
Cost-600 Man Power
The Hetzer is small, maneuverable, and highly effective tank destroyer. Its frontal armor is very strong due to it being sloped and thick. Has the ability to camouflage and lie in wait for enemy armor. Take care not to expose its rear or flanks, as they are very weak.
Double Infantry AT Efforts- 3 CP
Tank Buster and PzGren units get two panzerschrecks when created/upgraded as opposed to one. Also, all infantry units will throw two anti-tank grenades instead of one. Granted, anti-tank grenades are crappy, but the extra 'schreck makes this a very nice power.
iii. Right-hand SideTank Awareness- 1 CP
The Panzer Elite are now able to see enemy tanks position on the minimap beyond their line of site.
APCR Rounds- 3 CP
Armored Piercing Composite Rounds(abbreviate APCR) give your tanks' main guns improved armor penetration. They do not increase the amount of damage done, just the chance of penetration.
Jagdpanther- 4 CP
The ultimate weapon in the Tank Destroyer doctrine. The Jadgpanther is very slow, heavily armored, and well armed. I have seen the thing shrug off artillery barrages like they were nothing. Though I wouldn't suggest trying it out since you are only allowed one of these behomeths per match. As with its smaller cousin, take care not to allow the Jagdpanther's rear or flanks to be exposed.
C. Buildings, Units, and Upgrades1. Reich Headquartersi. Panzer Grenadiers
Cost-255 Manpower
The Panzer Grenadier is the bread and butter unit of the Panzer Elite. It can fill many roles. It is what you will use to build buildings. It can repair. It is also a pretty decent fighting unit. I hope you like them, because you will be using them
a lot
Note: Beta Graphics are low quality and these screen shots are only meant to give you an idea what they look like. Higher Quality graphics will be included in the retail version.
Upgrades
Gewehr 43
Cost: 50 Munitions
A decent upgrade from the K98, these are good to get early on. They allow you to beat officerless Tommies at all ranges. Used to be dirt cheap at 35 munitions, but still worth it at 50.
Mp44 Sturmgewehr
Cost: 75 Munitions Requires: Panzer-Jager Kommand
I love these. They tear through Tommies. I think they should call them Pwngewehr. Get in close and watch the +3xps pop up.
RPzB 54 Panzerschreck
Cost: 75 Munitions Requires: Kampfgruppe Kompanie, Tank Buster Upgrade
Your basic 'schreck. Your PzGren are pretty good with these, and they counter enemy armor well. Not much else to say.
ii. Kettenrad
Most people think very little of their ket and don't use it to its full potential. They use it at first to cap, but after that they usually let it die. Little do they realize that when you choose a doctrine
(without having to spend any points), your ket gains a special ability. With Scorched Earth, it gains the ability to booby trap points. With tank destroyer it gains the ability to repair.(At this time I am not sure about Luftwaffe, if anyone knows could they tell me so I can list it.)
HQ Upgrades
Incendiary Grenades
The best way to clear a trench is with either a grenade or fire. What do you get when you combine the two? This little guy. Essential if you are playing Panzer Elite against the British. Annoying if you are on the receiving end.
Defensive Operations
Somewhat handy. Heals your units and recharges their abilities when in your HQ territory. Depends if you build a forward med base or not.
Posts
I would download the demo if I could run it, but I barely meet the miniumum system requirements.
A. Playstyle
The British are the exact opposite of the Panzer Elite. Very defensive. There are many defensive structures at their disposal. Their base infantry unit is the infantry section, otherwise known as the Tommy. Also, there starting headquarters and other "buildings" are deployable trucks. With this, they are able to place their HQ anywhere on the map.
B. Support Regiments
Royal Canadian Artillery
ii. Left-hand Side
Forward Observation Officers- 2 CP
Cost: 150 Munitions
Creeping barrage- 2 CP
Cost: 150 Munitions
Priest 105mm SPG- 3 CP
Cost: 650 Manpower
iii. Right-hand Side
Supercharge Artillery Rounds- 2 CP
Overwatch Artillery- 2 CP
Counter Battery- 3 CP
Royal Commandos
ii. Left-hand Side
iii. Right-hand Side
Royal Engineer Corp
ii. Left-hand Side
iii. Right-hand Side
like the King tiger, improved p47 (pilot can eject and run around like a regular soldier) and the changes to tigers and pershings.
Yeah, I was planning on it later. Oh and that's cool about the P47 pilot.
I am trying to get pictures of all the units, but am having a hard time since I am unable to start games against the computer. Slowly but surely I am gathering them.
On strango you cna disable the point just outside the base cutting off half the map, and booby all the buildings on the right, its so much fun to just spam booby traps on everything. all the buildings all the points. you can tell about halfway through that they have screwed riflespam and had to go for vehicles. its pretty awesome.
Oh, and HERE is another replay, from vanilla CoH, where The_Scarab kicks my butt. I'm Armor Allies (which I've never played) before and he's Blitz Axis.
To be fair to Stormwatcher, Im really really good at the game and he sucks :P
No but seriously, blitz vs Armor usually blitz win. even more so in OP as you are limited to one pershing and one tiger, and the tiger can gain veterancy as soon as it comes out.
its far harder to preserve a pershing in 1v1. Opposing fronts basically killed the armor tree. that said, I see a lot of axis players playing terror. the king tiger is, while not over powered as such, super fun to use. limiting it to one per game, same with the jadgpanther, is also a great mechanic. it makes killing that beast a worthwhile objective, and creates super tense fights for that unit. good stuff.
Also, its worth mentioning in the OP that the jadgpanther isnt super slow. its quite the opposite. one of the fastest tanks in the war it was changed in a recent patch to be really quick (tiger ace speed ish). the rear and side armor is weaker though. definetly a good addition to the game this 'one per game' type thing. especially in 1v1. makes a good cinematic game even more so.
Am cry.
So is the full game.
not just the beta
Username - Valiantine
Add me up so we can do something.
EDIT: And they lied about improving the vehicle pathing.
I'm going to be in PA Vent.
160 minute wait before I can start downloading.
Oh well. You kids better be ready to teach me how to play this once I get to play
Can you guys test this more thoroughly? This feature is make or break for me.. my buddy got absolutely fucking flustered everytime we'd play because he hated the vehicle pathing until he decided he wasn't playing "this fucking stupid shit" anymore.
i think they will prove to be incredibly useful on semois
Edit:
Just played a pretty big 4v4 on Monty.
We were totally dominating.
So I saved up munitions the entire fuckin game, ended up with about 2000. build a FLEET of goliaths. It was a sight to be seen. sent em into the enemy base and they were just parked there, like insects swarming all over the place. the guy shot one and it was this ridiculous chain reaction of huge explosions, took out an ENTIRE base in like 5 seconds. about 8 buildings, half a dozen ranger teams and nearly the HQ. ludicrous. the enemy was down to its last 2 bases though and my allies had tigers rolling in. but this squadron of goliaths scared the jeebus out of them. DONT GO NEAR THEM OH MY GOD NO DONT SHOOT BOOOOM ARHGHG
They were on retreat after my allies kept spamming propaganda on them in their own base.
all 3 of my allies went terror, hence the tigers rolling into their bases (I think i lost mine but had a panzer IV nearly there)
finished patching, jumped into a game as british and off we went
the first five minutes was me stubbornly trying to figure out how to build workers and new buildings
then me and the other british player charged onto a center island, built fortification from north to south, and sat there, repelling attacks, for an hour and a half. finally, they begin launching massive, massive attacks, and for about forty five minutes there is no period of peace greater than 30 seconds as they roll tanks into our fortifications and we recuperate after beating them. we try to take the offensive, get raped, and get pushed all the way back to our base, when our six priests basically just destroy them. we start pushing back, and one guy on the other team drops, then the other guy, then the guy on my team (over about a five minute period). Victory!
awesome things:
REMOTELY DETONATED SAPPER EXPLOSIVES (I can't count how many tanks I took out and corners I backed the krauts into using that)
the anti-tank guns
buttoning enemy vehicles
not as awesome things:
little disappointed by walking barrage
you set up for counterbarrage, you're staying that way
not a whole lot of units; i could defend all day, but when it came time for offense we were pretty much screwed
yeah, that is a horrible, horrible map. simply godawful.
no room for panzer elite to move, ridonkulous choke points for constant meatgrinding and its very small so artillery owns. You just build 3 howitzers, put them all on the same bridge overwatch and can go out for coffee and the enemy cant do a thing. ludicrously imbalanced towards the brits.
i want them to add in semois or st hilaire for the beta. i think those maps will work well.
Eh, really there are only a few spots where the pathing is bad, like near the hedges in Angoville. You really need to babysit vehicles, they cost so much and they're hella vulnerable by themselves. I just hope the squad AI gets fixed. There's absolutely no reason my dudes should jump out of cover unless somehow they can get a head shot or something. Also the M10.
I haven't been able to play a game yet because of it. I'll probably buy it when it comes out anyway, I liked DoW a lot but I never had a chance to give CoH a spin.
Well, technically, they did.
Not just technically, they did in fact make one recently, and it is called Dawn of War.
Unless Wren is just being a sarcastic person.
CoH is only 30 bucks off Steam and frankly I think that's a better choice than DoW.