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Company of Heroes Blitzkrieg Mod

 
Patch 5.3.6: Live as of 2 January 2025 & a Small Fireside ChatJan 14, 2025 - Community AnnouncementsMerry Belated Christmas and Happy New Years, fellow Blitzkriegers! {STEAM_CLAN_IMAGE}/31338002/e60a5851303359b642989765fdbfeaf901b18bd4.png We hope you all got to spend time with your loved ones over these holidays and had whatever end to the year you desired, be it exciting, cozy, calm, or filled with champagne. We toast to your health and the health of your families and friends! First, a word from Tiger who first broke the news on discord: Happy new year fellow Blitzkriegers! it's been more than 10 years that our beloved BK MOD being developed.. & in late 2017, thx to the support of the community and the hard work of the Dev team, we also made it to Steam! Which expanded the MOD's accessibility & player base. The dev team remained committed to updating the game out of pure passion.. particularly @MarKr who spent countless hours working on game patches for many of the previous years, efforts that continued until even today! It's true - there was a small patch: Fixes: (v5.3.6) 105mm "naked" howitzer in Defensive doctrine now has the same ammo upkeep as the emplaced version (was 0) Urban Stormtroopers limited to 3 squads at a time (from unlimited) Sturmtiger can no longer use its ability and rotate in place when it is detracked Sturmtiger should no longer be buildable in infantry-only mode It should be no longer possible to glitch Commandos glider's cost or get squads for free You may have been wondering about the mod's progress, especially as development slowed and communication paused.. The issue is time, or lack of it. This mod's been in development for over 10 years and over this years, developers have come and go. Last year, MarKr, the head developer, made a small announcement that I believe went largely unnoticed: Hello, this update has gone live and along with it I wanted to officially announce that I step down from active development of BK mod. I wanted to do it a few times in the past when I got pissed by certain people but now it is more of a combination of other factors in my life that made me decide for this step, arguing with certain people still pisses me off, but that is a secondary reason, not primary. I joined the dev team when I still studied university. During my time as a dev I managed to finish university, get a job, get engaged, have a daughter (1 year and 2 months now), get married, and a year ago we bought a house which we've been reconstructing for the past year. As a result, I don't have as much free time as I would like to have and when I finally get to sit down in the evening and get some time to relax, I want to blow off some steam by mindlessly blowing up some Zeds in KF2 or just playing whatever I currently enjoy rather than go and keep arguing over and over if mortars should be suppression devices or that gun X should have 5% more penetration vs unit Y and whatnot. I didn't want to leave the game in some half-assed state. While there will always be some people complaining about the state of the game and claiming tha...Patch 5.3.4: Live as of 7 Jan 2024Jan 12, 2024 - Community AnnouncementsMerry (belated) Christmas and Happy New Year's, BK Fans! We hope you all is well with you and your families. To get the year started, we have another small patch that contains some general changes, some changes with RE Doctrine, and some bug-fixes. I know this patch seems small but please keep in mind we're also running a beta to test what may end up being one of the biggest improvements to the mod to date. General Changes: 1. The Suppression Mechanic The 'Suppression' ability has been changed. Players complained on the discord that it was too expensive as an ability and too inconsistent in its effects to justify its use or cost. Now always suppresses target squad after set time, no matter the target's cover or other bonuses Time to suppress set to 6-7 seconds The squad using the ability is 25% harder to suppress when the ability is active Cost reduced to 20 ammunition Suppression Volley" in PE (ability gained with G43 upgrade) now also works as "Suppression Fire" ability, so it no longer "slows down" its target but it now guarantees suppression after 6-7 seconds2. Removed HE shot abilities from US 76mm gun, CW 17 pounder These abilities were bugged on these guns and either wouldn't fire at all but still use player munitions would the ability would activate, or they wouldn't just never activate as the gun kept rotating and packing up repeatedly. The devs haven't found a fix yet, so these abilities have been disabled for now. 3. Infantry Squad Grenade Change Infantry squads able to throw grenades get a -5 munitions reduction cost to the grenade ability at Vet 3 and Vet 5. This only applies to the "normal" grenades, not stickies, gammon, sleeved grenades, or stun grenades. These changes were meant to give a light buff to infantry to make them a little easier to use as the game went on without being a heavy handed change that spiraled out of control. British Changes 1. RE: Churchill AVRE Changes increased cost to 420MP 50F (from 350MP 40F) Increased "Fire petard shot" range to 50 (from 35) Petard shot adjusted to always land closer to selected place (won't over/undershoot THAT much anymore) When in Hulldown position AVRE now slowly repairs damaged vehicles nearby (range 20) Can now spawn, RE Sapper squads as well as 6 pounder and 17 pounder AT guns and Repair Bren RE Glider no longer deploys repair engineers (the ones who passively repair damaged vehicles nearby)The Churchill AVRE has been in an awkward position for much of BK's history, caught in the buff nerf cycle for years because the community has never arrived at a consensus to determine where it truly fits in the British faction and how strong or weak it should be. Mostly recently, players contended that it wasn't really useful in its current state (nerfed from being a tad too strong I believe). So the devs have made a bunch of smaller chages that have been designed to make it more useful on the battlefield while not making it oppressive to face on the opposing side. The RE Glider change was ...5.3.4 Beta PatchOct 10, 2023 - Community AnnouncementsHello to all Blitzkrieg fans! I’m happy to announce Blitzkrieg Mod's newest 5.3.4 Beta Patch. It’s a relatively small patch that is mostly concerned with bug fixes, detailed below: Changelog: Allies: Fixed an exploit where you could bypass the limit of 1 for US snipers. SAS squad no longer has inconsistent detection radius. When CW captures Pak36, it will no longer lose camo ability. Penetration values of Bazookas and PIATs vs allied targets set to more reasonable values. Axis: Assault Grenadiers with both G43 and LMG upgrades now properly display the option to switch between Tank Button and Suppressive Volley abilities. Sabotage squad in SE doctrine now properly displays Teller mines. Zeal now provides bonuses when Volkssturm have 7 men squad size and lose 1 man. Penetration values of Bazookas and PIATs vs allied targets set to more reasonable values. Your old replays will not be compatible with this patch. https://hosting.photobucket.com/images/aa26/teoconnell/BK_Head_Laser_Eyes.jpeg Don’t worry – we’re not done yet! I’m also happy to announce a new beta – BK Beta Patch 5.3.41! This patch focuses on infantry changes and maps. Infantry Combat Changes: Suppression ability change This ability was not used very often because it provided inconsistent results. Sometimes it happened that you spent 40 ammo, clicked on a squad and it didn't get suppressed at all. We wanted to make sure that the ability actually does what it is intended to do. That is, to suppress the targetted squad every time. We changed the internal working of the ability and now it should always put the target into a suppressed state after aprox. 2-3 seconds after clicking on the target, no matter if the squad is in cover, has veterancy, is elite etc. It doesn't matter how many "received suppression" modifiers the target squad has stacked, they should get suppressed. Note, however, that abilities that "shrug off" suppression (Fireup, Heroic Assault etc.) will still remove the suppression effect that this ability applies. This ability needs to be tested for possible problems. That may be unintended behavior (e.g. squads still don't get suppressed in some situations) or balance issues - is it still too weak, too strong or "OK", is the cost appropriate to its effect etc. Suppression ability now always suppresses the targeted squad within 2-3 seconds of activation. Veterancy reduces ammo cost of grenades This change was made to make veterancy on squads a bit more rewarding. -5 ammo on a grenade throw may not seem as much but it is still saving you ammo in the long run. We would like to know if you feel the change is OK, or needs some tweaking. E.g. the cost reductions should come at different vet levels etc. Infantry squads able to throw grenades get a -5 munitions reduction cost to the grenade ability at Vet 3 and Vet 5. This only applies to the "normal" grenades, not stickies, gammon, sleeved grenades, or stun grenades. Elite Infantry Combat Changes: There has been requests to make doc...BK Mod Fireside Chat - 5 October 2023Oct 5, 2023 - Community AnnouncementsHey all BK Fans! I know it's been quite lately so I just wanted to touch base with you guys and tell you our beloved mod is very much alive. Join me by the fire, won't you? https://hosting.photobucket.com/images/aa26/teoconnell/BK_Mod_Fireside.PNG Development continues apace, albeit at a slower pace. This is because two of our dev members have had things come up in their personal lives that take precedence over their online lives. Despite that, the dev team has been busy. There is a small patch in the works, mainly concerned with bug-fixing. It should release sometime soon and when it does I'll post the announcement both here and on discord along with the patch notes. But that's not the only thing that's in progress. There have been changes to the BK Mod Steam Forum, BK information is being collected and collated to improve player knowledge and understanding of the BK Mod and its systems, and I want your screenshots! There is one more thing in the works but I will save that for the next dev diary. BK Mod Steam Forum Changes First you will see that there are three new BK Steam Subforums. I've made some changes to the BK Mod steam forums. There are now three new subforums: Blitzkrieg Mod Patches Beta Patches and Feedback Bug Reporting and Technical Support The first two sub-forums are incomplete now but when I am done with them, they'll have every patch or beta patch cross-posted into them and a thread that lists every patch and beta patch ever released. The bug-reporting and technical support sub-forum is self-explanatory. I'm doing this as part of one of my directives as dev communications specialist, to make the development of the Blitzkrieg Mod less opaque. That is, it will be easier to see the progression of patches, what was changed when, and why (if possible - many discord conversations that inspired dev patches are lost to the sands of time). In theory, this will help players and devs by answering typical questions related to patches or changes like "Why was X changed and when did that happen?". I expect that the beta sub-forum will become more busy with feedback in the future as all future BK betas get posted in it. As always, I'll be monitoring all these forums and will answer questions as best I can. If I can't answer the question, I'll find out the answer to the best of my ability. The Beginnings of a BK Wiki I have a pet project that I've been working that was borne out of my frustration with having to go into Corsix or the game every time I wanted to know a piece of information whether it was how much a unit costed, its weapon stats, its build time, its veterancy bonuses etc, or wanted to compare its stats to any other unit in the game. I realized that I may not be only one who's frustrated by this and also that this barrier to knowledge of the actual stats of the game hamper discussion in the community. Much of dev time is wasted when they are asked to look up stats in Corsix for players who find it difficult to parse corsix or tedio...New Dev Communications Specialist, WalderschmidtAug 21, 2023 - Community AnnouncementsHi all, I'm Walderschmidt, the new developer communications specialist. The developer team noticed that even though communication with the community has improved since they moved their focus from the now ghost-town forum to the BK Official Discord, lots of players still use the steam forum to communicate their thoughts, feedback, ask questions, and talk about the mod. Unfortunately, given the fact that they work on this mod for free, they can only spare so much time to scour the discord channel, incorporate community feedback, develop the mod, and maintain their normal lives at the same time. This often meant that they rarely looked at the steam forums and consequently couldn't take advantage of another source of community input. You can see this by the dearth of updates in the news section. To fix this issue, they've appointed me as the new dev communications specialist. That means I will keep up with this forum, cross-posting mod updates as soon as they come out on discord, keep tabs on various threads with feedback, and answer questions every 4th Saturday of the month. Simply ask your questions on the Frequently Asked Questions thread and I will spend a few hours answering them to the best of my ability, or finding out the answers myself. Our first Saturday will be this next one on the 26th of August. To be clear, I'm not a developer (even though it says I have a developer tag in yellow). I'm just a guy who's been playing BK since 2017 and wants to lend a hand to the dev team. Feel free to ask me any questions here! WaldBlitzkrieg Mod 5.2.0 Major UpdateSep 14, 2020 - Community AnnouncementsHello everybody! Almost a year has passed since we've embarked on a project that would fundamentally change the mod. For those of you just finding out about these changes and the "beta" now, here's a quick catch up: For years BK has had a lot of trouble staying balanced between Axis and Allies. About a year and a half ago a survey was released to test a hypothesis on why the balance was always so volatile. The results in the survey found that a key reason why balance was also so difficult was because all the doctrines did not fall under a common design philosophy. Some doctrines were very specialized and required teamwork, but when was well supported became over dominating monsters. Meanwhile, other doctrines were well rounded and independent, able to put up a good fight but never had the same overwhelming end-game power as other doctrines. Additionally, there were clear "rock paper scissors" game strategies where certain doctrines were clear counters to other doctrines. The made it hard for players to play their favorite doctrines if an opponent simply chose a pure counter. After dozens of surveys to players, long forum discussions, and watching endless replays, the devs decided to make a first "test" changes as a pilot with the iconic armor doctrine vs blitzkrieg doctrine. The results were promising. It was decided that all doctrines would benefit if they were balanced to be playable in 1v1's against all other doctrines. The reworks on doctrines focused not specifically on balancing the game but removing the "rock paper scissors" element of doctrine choice in games. With more standardized doctrine designs, balance should theoretically be much easier in the long run. The time has finally come where we can release the 5.2.0 patch, an accumulated year's worth of effort in "modernizing" the Blitzkrieg Mod which features new doctrines, reworked classic doctrines, and updated fixes and mechanics. In addition to the feature changes, we also are introducing a new map! Because the mod has been tweaked to make the game 1v1-playable, we created a BK specifically designed 1v1 map. We look forward to seeing games and watching replays of the new doctrines! As the map name suggests, there is a high probability we will be hosting a 1v1 tournament soon as a way of celebrating the new patch. We were so focused on making sure the patch was bug free and making final tweaks before the release, so we don't yet have all the details just yet. We will begin organizing for that soon enough. You can see the really big changelog on our forum: forum.bkmod.net Many thanks to all beta testers and our forum users for providing a lot of great feedback. As always, we hope you like the changes and see you in game!Blitzkrieg Mod 5.1.7 UpdateMar 26, 2019 - Community AnnouncementsHello to all Blitzkrieg fans! With a bit of a delay (sorry for that) we officially announce the release of 5.1.7 update for the Blitzkrieg mod. This patch generally fixes bugs, things that were meant to be changed before but were forgotten and unintended changes. It also focuses on addressing the complaints of Tigers being too useless along with some other balance tweaks. For more detailed information about the changes, please visit our forum - specifically here: http://forum.bkmod.net/viewtopic.php?f=6&t=3129 Let's move to the part you're most interested in :) General: - Static Howitzers will no longer refuse to fire at a position - Force Retreat abilities will now properly retreat infantry squads with Hold Ground active - Axis 20mm guns will no longer bounce off of Armored Jeep - 37mm cannons will not fail to penetrate the über cannon-proof vests of Axis snipers - Various text fixes and adjustments based on the feedback here on the forum* (see below for specifics) - Panzer IV F2 has now AP ammo upgrade as first and HE ammo as second, it used to be the other way which made the game literarly unplayable - Axis 20mm guns will no longer penetrate Cromwell tanks US: - 37mm gun now provides light cover to the crew (applied yellow cover because with green the crew suffers from immortality syndrome) - Lowered the HP of M26 Pershing to 850 (from 1000) - Lowered the HP of Pershing Ace to 1050 (from 1200) - Fixed a bug where adding a .50cal to a tank would kick a Tank Commander out of the tank - Field medics can no longer reinforce with paradrop - Minimum attack range of Recoilless Jeep gun set to 5 (from 0) - Rifle HEAT grenades should no longer deal too little damage to Motorbikes and Schwimmwagens - Rifle HEAT grenades can now only be targetted at vehicles - Lowered the range of HEAT rifle grenade to 40 (from 60) - Increased aim time of HEAT grenades to 1.5 - 2 sec. (from 0.25) - The M12 shotgun (CQB squad) no longer uses depleted uranium in its ammunition (so it can no longer penetrate the armor of JPIV) CW: - It should be no longer possible to glitch Tulip rockets so that the second one is "guided" at the target - 2-inch mortar will no longer have the "Hold Fire" button displayed twice when the unit enters camouflage mode - Removed deflection damage from 2 pounder gun on Staghound and unpgraded Daimler WM: - Applied top MG changes to StuG MG (was forgotten in previous patch) - Cost of Early Tiger tank lowered to 840MP (from 950MP) - Cost of Late Tiger tank lowered to 865MP (from 975MP) - Cost of Tiger Ace lowered to 1370MP (from 1550MP) - Lowered the cost of Heavy tank factory to 300MP (from 400MP) - Sdkfz 234/4 (stubby 75mm gun "Puma") now has proper sound when shooting the HEAT/B shot PE: - Fixed a bug where double AT grenade required "Experienced Tank Crews" instead of "Double AT Efforts" - Observation Halftrack will no longer switch places with PaK40 in Logistikompanie - Removed Periscope upgrade from Flammenhetzer (was forgotten when Periscopes ...Blitzkrieg Mod 5.1.6 UpdateNov 30, 2018 - Community AnnouncementsHello to all our fans! After 6 beta versions we've finally released the 5.1.6 version of Blitzkrieg Mod! There are quite a lot of changes and we will publish here just the changelog, if you're interested in more detailed info and reasoning behind the bigger changes, visit our forum here (http://forum.bkmod.net/viewtopic.php?f=6&p=28518#p28518). We hope you will enjoy this one! General: - Added PE markings on Bergetiered and Ammunition Halftrack - Made changes to various howitzer artillery pieces to make the shells hit a "circular" area rather than "line" - Corrected AoE range brackets for several artillery units - Barrage AoE UI indicator (the yellow circle) should now get properly bigger with range (the farther you shoot, the bigger the UI - to more accurately indicate the hit zone) - Lowered the rear/side penetration chance of 75mm guns (Shermans, Cromwells, Churchills) against Tigers (max range 25%), King Tigers (15%) and Jagdtiger (5%) - Lowered front penetration chance of 75mm guns (Shermans, Cromwells, Churchills) against StuG III/IV (max range 23%; 14% with skirts) - Lowered the rear/side penetration chance of Axis Stubby 75mm guns against Churchills (max range 10%), Croc Churchill (5%), Jumbo (35%), Pershings (25%) SP (15%) - Returned a kicker message when game registers a rear penetration on a vehicle (it says now "Weak armor point penetrated" to prevent confusion with pure "rear armor" hits) - Changed aim times for snipers 0.75 - 1.25 second (from 0.25; on average it is +1 second but it can be slightly less or more) - Doubled delay between shots for all mortars (including morter Halftracks; barrage abilities keep their fire rate) - Mortar smoke barrage abilities now fire 10 smoke shells per barrage (from 7) - Flamethrowers now have 80% chance to insta-kill occupants of a building, trench or emplacement when they hit them with the flamethrower - Captured 50mm PaK38 should now deal correct damage to all Axis tanks - Tweaked hull and coaxial MGs on vehicles to be a bit more useful - Tweaked Top MGs on vehicles (to compensate for better performance of hull and coaxial MGs) - General tweaks to .50cals (a bit more accurate, a bit higher RoF, can penetrate light armor) - Removed damage bonus from all AP abilities - AP abilities now cost 50ammo to activate (from 75ammo) - Using HEAT/B or HEAT/C abilities should no longer cause very long (5+ seconds) delay before the shot - Fixed wrong penetration values when shooting HEAT/B and HEAT/C (in some cases HEAT/B had higher penetration chances than HEAT/C) - The range of HEAT/B and HEAT/C set to 50 as intended (from 60) - Vision range of flak36 88mm corrected to 60 (from 85; the actual weapon range remains at 85 but to get the range some other unit will have to extend the view range) - The AP ammo of flak36 88mm should now be less accurate against infantry - The HE ammo of flak36 88mm should no longer deal too much damage to tanks - Construction cone of fire of MG nests should now more accurately corr...Blitzkrieg Mod 5.1.5 UpdateAug 26, 2018 - Community AnnouncementsHello everyone! After many Beta versions, we are updating our live version of Blitzkrieg Mod to version 5.1.5 today! Changelog: General: - increased penetration values vs read armor - artillery units revised: - changed ranges based on arty type - created differences between rocket and shell artillery - artillery deals less damage to vehicles/tanks (except for direct hits, those deal more damage than before) - revised reload times on tanks (in general smaller guns shoot faster; some exceptions applied) - Speed modifier buff of all vehicles on off road terrain dropped by 25% - Speed modifier buff of all vehicles on road dropped by 25% - Wheeled vehicles lower their speed by 50% when driving over craters and other "light cover" - Wheeled vehicles lower their speed by 70% when driving over sandbags, through stone walls and other "heavy cover" - Halftracks lower their speed by 35% when driving over craters and other "light cover" - Halftracks lower their speed by 50% when driving over sandbags, through stone walls and other "heavy cover" - Tanks lower their speed by 20% when driving over craters and other "light cover" - Tanks lower their speed by 35% when driving over sandbags, through stone walls and other "heavy cover" - Removed "Spotting Scope" upgrades from all units - All armored cars now have rotation speed set to 35 (from various values) - Added some tweaks to AI; it should now build emplacements more apropriately (thanks to Sonsalt) - Fixed wrong Veterancy UI on all versions of 88mm flak36 - All HMG teams should now take better formation in green and yellow cover so that entire crew uses the cover and not just soldier manning the MG - Axis MG nests now have wider cone of fire (from 45° left/right to 60° left/right) - Tanks with a "HE shot" ability should no longer have trouble targetting/shooting MG nests with the HE shot in certain situations - Implemented new textures for most tanks of Allies (Sherman variations, Cromwells, M10s, Jacksons...Thanks to JustForFun1 for all the work) - CW campaign should be playable (still in Beta state) now (thanks to drivebyhobo) 1) In main menu click on the AMERICAN campaign 2) Once you get to the "Select mission" screen click on top on the roll-out menu (currently you have shown the US campaign) 3) From the roll-out menu select the CW campaign (you can see there all the campaigns but the others will not work so only go for the CW one) 4) select the first mission and launch the campaign US: Riflemen riflegrenades: - HE grenade: - changed targetting system to require select a specific target (no longer can fire "on the ground") - now performs better at targetting buildings and emplacements (still has hard time hitting infantry that is not garrisoned) - now has better distributed chances of killing an emplacement crew - HEAT grenade: - changed targetting system so that it does not miss more often than intended - increased damage vs light vehicles - Airborne Recon unit can now use "Hold Fire" ability when they ...Blitzkrieg Mod 5.1.4 UpdateApr 10, 2018 - Community AnnouncementsHello everyone! New version of our beloved Blitzkrieg Mod is UP! Changelog: General: - Increased reload time of most 75mm L48 guns (PIV F2/H/J, StuG III/IV, Hetzer and JPIV) to 7 seconds - Tweaked stats of 57mm/6pounder guns vs PIVs (includes AT gun teams, T48s, 6pounder churchills; removed -6% accuracy; penetration increased by approximately +10%) - Tweaked stats of 50mm guns vs Shermans (includes PaK38, Puma; reduced penetration by approximately 10%) - fixed 1000 VP infantry only mode in CZ language (the desribtion said 1000 VP and did not mention that it is "Infantry only") - M10 (Wolverine and Achilles) no longer react to movement orders when they are in ambush mode (prevents accidentally leaving ambush position) - M10 (Wolverine and Achilles) no longer automatically activate Flank speed when they leave ambush (need manual activation) - Suppression values of LMGs on Jeeps and Schwimwagens/Motorbikes lowered to (approximately) the level of hull MGs on tanks - Fixed an issue which made several "timed HE" abilities too accurate when shooting at targets in smoke - Applied new "Reinforce squad icon" (replaces the vCoH reinforcement icon) - Unified bonuses on vehicles and AT guns when shooting from ambush mode; now they get on the first shot +50% accuracy, +25% penetration, +25% damage (from various values) - All medic teams should now have proper texts on their Reinforcement button - All Tank Destroyers should now auto-target enemy vehicles once in ambush mode by default (auto-targetting can be manualy turned off with a "hold fire" button) - Update Allied Warmachine ability describtion to clearly say what the ability does - Unified the nerfs of AT guns shooting at armored cars of any faction (they should now all have x0.8 accuracy vs moving armored cars) US: - Changed Veterancy bonuses of 57mm AT guns from vCoH to standard BK mod Vet bonuses for AT guns - Lowered range of T48 to 65 (from 75) - T48 in camo now receives +5 range (instead of -10) - Removed "Hit and Run" ability from Wolverine - Added "Fire smoke shell" ability to Wolverine (25 ammo) - Changed costs of Shermans (price in brackets applies to Armor doc after Mass production upgrade): * Sherman M4 410MP 40F (350MP 30F) * Sherman 76(W) 450MP 55F (380MP 45F) * Sherman E8 500MP 70F (400MP 52F) * Sherman Crocodile 440MP 60F (360MP 45F) * Sherman 76mm Jumbo 780MP - Removed "Hit and Run" ability from Wolverine - Added "Fire smoke shell" ability to Wolverine (25 ammo) - M8 Scott can now use offmap barrage with Tank Commander inside - Defensive Strafing patrol of AB forward HQ no longer dissapears after upgrading "Strafing AP bullets" - Tweaked suppression values of BAR's "Suppression" ability - it suppresses a bit slower now - BAR's "Suppression" ability is now only available to Riflemen in Infantry docrine - Medic squad (deployed from triage center) can no longer reinforce anywhere via paradrop - AB medic team can now retreat to AB HQ or to AB HQ Squad - AB Engineers (called from AB HQ) have n...Blitzkrieg Mod 5.1.4 UpdateApr 10, 2018 - Community AnnouncementsHello everyone! New version of our beloved Blitzkrieg Mod is UP! Changelog: General: - Increased reload time of most 75mm L48 guns (PIV F2/H/J, StuG III/IV, Hetzer and JPIV) to 7 seconds - Tweaked stats of 57mm/6pounder guns vs PIVs (includes AT gun teams, T48s, 6pounder churchills; removed -6% accuracy; penetration increased by approximately +10%) - Tweaked stats of 50mm guns vs Shermans (includes PaK38, Puma; reduced penetration by approximately 10%) - fixed 1000 VP infantry only mode in CZ language (the desribtion said 1000 VP and did not mention that it is "Infantry only") - M10 (Wolverine and Achilles) no longer react to movement orders when they are in ambush mode (prevents accidentally leaving ambush position) - M10 (Wolverine and Achilles) no longer automatically activate Flank speed when they leave ambush (need manual activation) - Suppression values of LMGs on Jeeps and Schwimwagens/Motorbikes lowered to (approximately) the level of hull MGs on tanks - Fixed an issue which made several "timed HE" abilities too accurate when shooting at targets in smoke - Applied new "Reinforce squad icon" (replaces the vCoH reinforcement icon) - Unified bonuses on vehicles and AT guns when shooting from ambush mode; now they get on the first shot +50% accuracy, +25% penetration, +25% damage (from various values) - All medic teams should now have proper texts on their Reinforcement button - All Tank Destroyers should now auto-target enemy vehicles once in ambush mode by default (auto-targetting can be manualy turned off with a "hold fire" button) - Update Allied Warmachine ability describtion to clearly say what the ability does - Unified the nerfs of AT guns shooting at armored cars of any faction (they should now all have x0.8 accuracy vs moving armored cars) US: - Changed Veterancy bonuses of 57mm AT guns from vCoH to standard BK mod Vet bonuses for AT guns - Lowered range of T48 to 65 (from 75) - T48 in camo now receives +5 range (instead of -10) - Removed "Hit and Run" ability from Wolverine - Added "Fire smoke shell" ability to Wolverine (25 ammo) - Changed costs of Shermans (price in brackets applies to Armor doc after Mass production upgrade): * Sherman M4 410MP 40F (350MP 30F) * Sherman 76(W) 450MP 55F (380MP 45F) * Sherman E8 500MP 70F (400MP 52F) * Sherman Crocodile 440MP 60F (360MP 45F) * Sherman 76mm Jumbo 780MP - Removed "Hit and Run" ability from Wolverine - Added "Fire smoke shell" ability to Wolverine (25 ammo) - M8 Scott can now use offmap barrage with Tank Commander inside - Defensive Strafing patrol of AB forward HQ no longer dissapears after upgrading "Strafing AP bullets" - Tweaked suppression values of BAR's "Suppression" ability - it suppresses a bit slower now - BAR's "Suppression" ability is now only available to Riflemen in Infantry docrine - Medic squad (deployed from triage center) can no longer reinforce anywhere via paradrop - AB medic team can now retreat to AB HQ or to AB HQ Squad - AB Engineers (called from AB HQ) have n...Blitzkrieg Mod 5.1.3 UpdateDec 11, 2017 - Community AnnouncementsHello everyone! We are updating Blitzkrieg to version 5.1.3 today! Changelog: General: - Game launcher should now indicate if you don't have CoH executable in same folder as Blitzkrieg Mod - Dropped the cost of buildable medic teams to 150MP (from 200MP) - Dropped the reinforcement cost of buildable medic teams to 20MP (from 50MP) - Reverted changes in damage of Axis 28mm, 37mm and 50mm AT guns vs CW HQ trucks (damage increased in 4.9.9) US: - Tweaked accuracy of fragmentation rifle grenades (to be more accurate vs soldiers in buildings and less accurate vs soldiers in green/yellow cover; stats set to similar values as CW frag rifle grenades) - Further tweaked stats of Riflemen Garands - MK3 grenades of Combat Engineers no longer deal excessive damage to JPIV L48s, Hetzers and Marder IIIs CW: - Increased build time of 17 pounder emplacement to 45 seconds (from 30) - With "faster construction" unlock (RE doc) the build time for 17 pounder emplacements is 30 seconds (from 15) - Changed Staghound armor type to same as Greyhound (from stuart type) - Added rec.penetration modifier x0.9 to Staghound - Changed Comet armor type to same as Cromwell (and added rec.penetration x0.9 modifier) - Increased Comet maximum speed to 6 (from 5) - Lowered Comet's population cost to 14 (from 16) - Lowered Comet HP to 700 (from 800) - Lowered Comet price to 470MP 60F (from 650MP 100F) WM: - Tiger Ace should no longer cause damage to anything by just getting close to it Hope you like the changes and enjoy !Blitzkrieg Mod 5.1.3 UpdateDec 11, 2017 - Community AnnouncementsHello everyone! We are updating Blitzkrieg to version 5.1.3 today! Changelog: General: - Game launcher should now indicate if you don't have CoH executable in same folder as Blitzkrieg Mod - Dropped the cost of buildable medic teams to 150MP (from 200MP) - Dropped the reinforcement cost of buildable medic teams to 20MP (from 50MP) - Reverted changes in damage of Axis 28mm, 37mm and 50mm AT guns vs CW HQ trucks (damage increased in 4.9.9) US: - Tweaked accuracy of fragmentation rifle grenades (to be more accurate vs soldiers in buildings and less accurate vs soldiers in green/yellow cover; stats set to similar values as CW frag rifle grenades) - Further tweaked stats of Riflemen Garands - MK3 grenades of Combat Engineers no longer deal excessive damage to JPIV L48s, Hetzers and Marder IIIs CW: - Increased build time of 17 pounder emplacement to 45 seconds (from 30) - With "faster construction" unlock (RE doc) the build time for 17 pounder emplacements is 30 seconds (from 15) - Changed Staghound armor type to same as Greyhound (from stuart type) - Added rec.penetration modifier x0.9 to Staghound - Changed Comet armor type to same as Cromwell (and added rec.penetration x0.9 modifier) - Increased Comet maximum speed to 6 (from 5) - Lowered Comet's population cost to 14 (from 16) - Lowered Comet HP to 700 (from 800) - Lowered Comet price to 470MP 60F (from 650MP 100F) WM: - Tiger Ace should no longer cause damage to anything by just getting close to it Hope you like the changes and enjoy !