Just as I said, Units & Doctrines.

By now we should have noticed the introduction of COW 1.5, this includes unit differentiation and separate doctrines.

When it comes to the COW strategy gaming this sort of implementation should of been introduced a lot earlier, also that the espionage strategy needs more optimisations... COW needs more units and options,

we've said it...we will get it...

I have already put through how units should be implemented early 2019....These format types are viable and will work on any COW map. There is no need for a big debacle of the paratrooper useless unit here...it is just another condition of gamepley.

PLEASE READ...

Here is a list, of what I believe should be a introduced to alternative COW rounds.

Please fell free to leave any feedback.

MARINE:

Requirements; Barracks lvl. II,

Naval Yards lvl. I

Infantry lvl. III

Strength: 6 on any terrain except mountains (-25%)

Increased speed on coastal cities and water

PARATROOPER;

Requirements; Barracks lvl. II

Airbase lvl. I

Infantry lvl. III

Can only land on visible terrain,

Load time, 30 - 60 minutes,

Range, 400 - 600 km

On enemy ground landing strength; -25% mountains, -50% City, +%25 hills/forest/jungles,

Cannot land on occupied ground

GUARD;

Requirements; Infantry lvl. I & militia lvl. I

Strength at 2.0 capacity

Can only be stationed in cities

Decreased morale loss to the city stationed

% increase to counter spies/espionage

Only defends

RANGER UNIT:

Requirements; Requires motorized infantry lvl. II

% strength increase in forests, jungles, hills

% increase in health healing

STEALTH BOMBER; (1945 - 1954 era)

Requirements; tactical bomber lvl. VI

Ignores radar

RADAR BASE

Requirements; Research &

lvl. I Airbase

Decreases fog of war where built, can boost infantry morale at +%10

CAPITAL WORKS;

Attributes; lvl. I increase wealth 10%

lvl. II increase wealth 10%

lvl. III increase wealth 10%

Can only be built in capital city

HOSPITAL;

Attributes; Increased morale & healing

Population growth

GROUP I; ALLIED TYPE

Infantry; Increased HP, Marine unit

Increased HP motorized infantry

Decreased cost artillery

Faster production time, fighter wing

Armour; Increased HP, heavy tank

Increase HP, mobile artillery

Naval; Increased HP, Destroyer

Increased HP, Carrier

Air; Increased HP, strategic bomber

Special; Faster research time strategic bomber & radar.

GROUP II; AXIS TYPE

Infantry & anti air; Increased HP

Faster production time for infantry

Increased HP, paratrooper

Armour; Increased HP, light tank

Increased HP, armoured car

Naval; Increased HP, submarine

Increase HP, cruiser

Air; Increase HP, tac bombers

Increase HP, rocket fighter

Special; Increase HP, rail gun

Decrease cost, missile

GROUP III; SOVIET TYPE

Infantry; Faster time militia production

Increase HP, artillery

Decrease cost commando

Armour; Increase HP, medium tank

Increase HP. mobile anti air

Naval; Increase HP, Nuclear submarine

Air; Reduced research time, fighter wing

Special; Increased capacity for espionage (upgrade spies)

Reduced cost, atomic research & nuclear power research

GROUP IV; EASTERN TYPE

Infantry; Increased HP, infantry

Increased HP, anti armour

Increase HP, guard

Armour; Increase HP, light tank

Increase HP, tank destroyer

Naval; Faster production time, submarine

Increase HP, Battleship

Air; Decreased cost, fighter wing

Increase HP, Naval bomber

Faster research time, jet fighter

I hope that these ideas help to make resonate alternative formats for COW.

https://www.youtube.com/watch?v=ZnNvsm8Bzk8
https://www.youtube.com/watch?v=l1Qy62Mp4wk

6 Replies

bigboss_ironfist wrote:

PARATROOPER;

Requirements; Barracks lvl. II

Airbase lvl. I

Infantry lvl. III

Can only land on visible terrain,

Load time, 30 - 60 minutes,

Range, 400 - 600 km

On enemy ground landing strength; -25% mountains, -50% City, +%25 hills/forest/jungles,

Cannot land on occupied ground

I'm kind of confused by this. Was this made a long time ago as a unit suggestion, or is it an improvement? Because paratroopers already exist, but with different stats.

population growth? there is not population system in provinces

also stealth bombers in ww2?

"Si crees que esto tendrá un final feliz, es que no has estado prestando atención"

Population I'm guessing as in manpower.

I would love to see a field hospital and radar added into the game. Would make things interesting.

As for the doctrine changes, I believe that some should be changed due to a historical perspective. (game balance is a whole nother story though)

I believe that the Allied HP increase for heavy tanks doesn't belong as the US never really sent out heavy tanks to the front lines outside of the M4A3E2. I suppose it may be because of the Churchill's but then the Axis doctrine deserves it more.

The Axis doctrine should also have added damage buffs to the AA and added HP bonuses to Mechanized infantry.

The Allied and Comintern doctrines should also have a decrease in tank build time due the standardization of Shermans and T-34s. The Axis should also receive a increase in tank (mostly the heavy tanks) build time due to the constant changes made due to the complexity of each machine.

The Pan-Asian doctrine shouldn't have a light tank HP buff as by the time the Allies arrived in the Pacific, the Japanese tanks were vastly outgunned and out armored by their counterparts. I agree with the infantry HP buff due to the tenacity of the Japanese soldier

And IIRC, the nuclear ships are getting removed in 1.5

Sorry for the disorganized list, I kinda rushed through it. May fix it in the future. Great ideas though!

DoctorDR1 wrote:

bigboss_ironfist wrote:

PARATROOPER;

Requirements; Barracks lvl. II

Airbase lvl. I

Infantry lvl. III

Can only land on visible terrain,

Load time, 30 - 60 minutes,

Range, 400 - 600 km

On enemy ground landing strength; -25% mountains, -50% City, +%25 hills/forest/jungles,

Cannot land on occupied ground

I'm kind of confused by this. Was this made a long time ago as a unit suggestion, or is it an improvement? Because paratroopers already exist, but with different stats.

This was made a long time ago...COW needs more units, I have supplied appropriate feedback. Good Day.

https://www.youtube.com/watch?v=ZnNvsm8Bzk8
https://www.youtube.com/watch?v=l1Qy62Mp4wk

bigboss_ironfist wrote:

HOSPITAL;

Attributes; Increased morale & healing

Population Growth

I don’t think hospitals should make population growth...If you haven’t noticed, population consumes food in CoW, so if hospitals make more people, then do you mean manpower growth, or do you mean opulation growth? Manpower growth is good, and population growth is bad in CoW.

RiverWolf74 wrote:

bigboss_ironfist wrote:

HOSPITAL;

Attributes; Increased morale & healing

Population Growth

I don’t think hospitals should make population growth...If you haven’t noticed, population consumes food in CoW, so if hospitals make more people, then do you mean manpower growth, or do you mean opulation growth? Manpower growth is good, and population growth is bad in CoW.

Good point Riverwolf74;

It is that hospital systems will sustain population growth, they keep people within the confines of city limits, so as to receive health benefits appropriate. This means that if a nations economy is positive and that logistics in supply & demand is adequately balanced, ie. logarithmic scale, then population trend can be upwards and without the burdensome cost. People will be repaired whom are useful resources to statecraft(s).

The answer is yes, hospitals maintain and increase population standards, however burdensome the bureaucratic infrastructure becomes.

https://www.youtube.com/watch?v=ZnNvsm8Bzk8
https://www.youtube.com/watch?v=l1Qy62Mp4wk

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