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Commando Realism Mod (v2.52)
Filename: commando_252.rar

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5.29 MB

Average User Rating: 7
Number of Votes: 10
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Commando Realism Mod (v2.52) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!


This is a modification for Company of Heroes. It is an update from Commando Realism Mod v2.51


-PLAY 1.5 Those Who want to Control Units individual depending on their weapons, get new available units when taking a command gameplay mode and other Micromanagament playgame

-PLAY 2.5 Those who prefer The individual units removed and replaced by Squads and instead of new available units, you get new available updates. Tanks are accompanied with infantry and many other realism gameplay

Changed in v2.52
This version improves Gameplay in some sense. Check it out!
-Increased damage of m10 against other tanks
-Scout now dont have weapons upgrades
-Squad number duplicated
-Axis Scout now has Camouflage ability
-Reduced Bazooka, Recoilles, Panzerfaust and Panzerschreck damage
-Engineers and Pioneers limited to 3
-AI Works fine now (Ive seen, panzers, panthers, shermans, crocodiles, rock batteries, Pershings, Tigers, Paratroopers…)
-Removed Tank Crew. MGs in tanks are included as always before.
-Axis can build 88s. Limited to 3 and need phase 3.
-Flakpanzer now appears correctly
-Infantry Productions time reduced
-Axis Halftrack now has included AA Gun
-Resources points give more Population

FIXED IN v2.51
*Discipline now appears in supply center
*Changed Icon for Smoke Grenades
*Changed Icon for Tank Crew
*Thompson upgrade now requires supply center
*Ranked infantry now Requires Supply Center
*Tank Crew now Requires Motorpool/Axis Tank building
*Scouts Removed Abilities
*Run! Now appears on US Infantry
*Grenades And Bazooka Upgradable for Commandos
*Axis Paratroopers Removed MP44 Upgrade
*Ostwind Flakpanzer Increased Damage
*Scout Limits to 1
*Scout cannot call paradrop on any part of the map. they must be near.
*Airborne Squad With 30.Cal now works fine
*Sherman Upgrades now appear in Supply Yard
*Fixed Bug with Ranked Rifleman (They were in something like godmode)
*Commando Squad is not for front fighting. Now instead of 4 Thompson, they have 1 Thompson and 3 Carbines.
*Axis Officer now have MP40 and not an invisible weapon
*Run! duration decreased to 5 seconds and recharge time reduced to 30 seconds.
*Jeeps and Motorcycle more expensive
*Panzerschreck upgrade needs Veterancy Center (axis)
Main Feature
-Realism. I'm Using information from Wikipedia about the Second World War II and applying it to the mod as best as i can. For infantry, guns and vehicles.

New Features
-New Unit: Scout either for Axis and Allies able to Call paratroopers (Yes! Axis can paradrop ). For allies, the scout's paratrooper are not the same that airborne squad. Airborne Infantry from Airborne doctrine is better armed and trained.
-New Squad: Commandos Squad For allies (with new abilitys, as cute wires, hide and other. Excellent for Flanking or taking AT Guns, etc)
-New Squad: Knight's Cross Squad for Axis (highly trained axis infantry).
-New Ability: "Run!" Units can Move without firing faster *Upgrade neded: Discipline, enables Run! ability in Supply Center (allies) and Veterancy Center (axis)
-New Unit: Tank Crew. Cheap unit for using MG's in vehicles
-New Upgrade: A serrated fragmentation sleeve, Splitterring. (other type of grenades for grenadiers.) Requires Upgrade in veterancy center (axis)
-New Upgrade: Hand held smoke grenades for rifle men/grenadiers.
-Upgrade Change: Vehicles get MGs only when there is someone inside (like Tank Crew or any infantry)
-Upgrade Change: Common Grenades for US dont need upgrade of Supply anymore
-Squad Change: airborne now have Heavy Machine Gun 30.cal instead of sniper
-Unit Change: Officers with Weapon MP40
-Squad Change: GreaseGun Troops for Paratroopers
-Feature Change: Infantry from Tank Squads removed
-Equipment Change: Engineers and Pioneers have sattle charges and wire cutter included

New Gameplay Features
Depends on how many affects gameplay difference between clasic coh and Commando

-Heavy Change: A Shot of any weapon can kill a soldier with one shot! So, Micro your infantry, get your head down, soldier! take cover!
-Heavy Change: A Tank could be destroyed by only one Attack from another Tank. As realistic, a sherman couldnt be shooting around 30 shots to destroy another tank, its me or you! better shot, wins.
-Heavy Change: An AT Gun good attack can destroy tanks with one hit! So, guard your tanks and have infantry at hand
-Medium Change: Warnings before Artillery and Paratroops Removed
-Medium Change: Infantry is 50% cheaper (as easy to kill if they're not protected)
-Heavy Change: Infantry squad can ride vehicles, allowing faster infantry mobilization (enables up machine gun in vehicles)
-Light Change: Snipers move faster like normal infantry or closer to it.
-Medium Change: Snipers can pin a squad, forcing them to go down or take cover
-Heavy change: Sticky Bombs must be placen over the tank (not thrown)
-Light change: Grenades have more distance of throwing
-Light change: AT Guns and Similar can retreat. (will not take on shoulders AT Guns, though)
-Heavy change: Units inside buildings have Heavy cover
-Medium change: Repair is going back for all
-Medium change: Tanks give heavy cover, so, on open fields, get your infantry follow near the vehicles.
-Other Changes.
*Increased sight for all units and vehicles. We're not too short with the eyes, lol.
*Increased Battle distances. We're not at 5 meters shooting one to the other.
*Bodies stay forever (a little buggy yet, but im finding out)
*Vehicles dont dissapear (the same as the bodies, its buggy, but they both work)
*Engineers and Pioneers have Sattle Charges
*Ranked infantry has fireup ability and has level 3 veterancy
*Sniper has not camouflage anymore
*Mortar can shoot more than what he can see. you can attack ground you dont see
*Phase 4 for axis is not usefull. You dont have the last tank building
*Removed Skins
*Vehicles give Heavy Cover

-Gameplay Changes.
*Changed Capture times, buildings times, costs, etc
*Game rules changed for faster and more fun games.
*Deleted SeargantCenter
*Deleted Tank Depot and the Second Axis Motorpool. Now heavy tanks are
with light tanks and guns
*Changed pause menu logo. lol.

-AI Tweaked for using infantry, tanks and abilities

-Around 200 game changes! Ive counted the modified files and this is real!

-Gameplay Hints:
*Select first your Command Doctrine so you can use new abilities and units (Not anymore in v2.2)
*Allies have cheap Squads, but they are bad at fighting. Make sure you micro your squads, upgrade them and use Tactics. thats the way you win
*Axis have strongest Squads, so Protect them, because they are expensive
*Micro you're infantry, specially Commandos and Ranked. Because if you micro them well, they can win many battles, get them as better protected
*Heavy cover was usefull in close combat, dont forget sandabgs!
*Use Run! ability to get some point faster, or to move between cover points
*Use smoke grenades to cover infantry from MGs or Tanks
*Micro well your tanks, or some better tank will crash it. Or worst, an AT Gun..
*Dont trust anything, Artillery wont give warnings before falling

Interface Changes
-Icon for Run! Ability and for discipline Upgrade
-Icon for splitterring grenade ability and upgrade
-Icon for smoke grenades and upgrade
-Icon for Commando Squad
-Icon for axis and ally Scout
-Icon for Tank Crew

-Units and Weapons list
*M1 Garand Rifleman (automatic rifle 8 shots)
*M1 Carbine Rifleman (automatic rifle 15 shots)
*M3 GreaseGun Scout (SMG 30 shots)
*M1A1 Thompson SMG (SMG 30 shots)
*Browning Automatic Rifle (BAR) (20 shots. Light MG)
*Airborne equiped with M1 Garand, M1 Carbine and Thompson
*Rangers equiped with M1 Garand, M1 Carbine, Thompson and BAR
(Rangers are better trained, they have greater accuracy, speed, and cover selection, etc)
*Ranked Infantry - Garand, BAR and Thompson. Related with strategy Commands read above.
*Piershing Heavy Tank. Related with strategy Commands. read above
*Transport Truck
*Mortar and MachineGun (Changed about shooting range)
*Bazooka unit
*Jeep is usefull now
*Sniper modified

*Kar98 (Karabiner) Manual Rifle (one shot and reload)
*Kar98 With Grenades. Strategy commands related. read above.
*MP38 Scout unit (SMG 33 shots)
*MP40 (SMG 33 shots)
*MP44 With Grenades (SMG 33 shots)
*Grenadiers and Stormtroopers have the same weaponary. but they are better trained, as rangers. (some differences though)
*Grenadier Light MG42 (strategy commands related. read above)
*Grenadier Panzerschreck (strategy commands related. read above)
*Officer is in Basic Barracks (strategy commands related. read above)
*Added Tiger tank (strategy commands related. read above)
*Mortar and MachineGun (Changed about shooting range)
*Motorcycle is usefull now
*Sniper modified

-Squads and Abilities.
*Engineer Squad. 3 Engineers, 2 Garand Rifleman
*Rifleman Squad. 3 Garand, 2 Carbine, 1 Radio
You can upgrade this squad with
*Ranked Trained Rifleman Squad. 3 Garand, 2 Bar, 1 Thompson leader
-Abilities: suppression and fire up
-Limited to 1
-This can only be built by those who selected Infantry Doctrine (REMOVED in v2.2)
*Commando Squad. 3 Commados with Thompson (Feature of v2.2)
-Abilities: Give Fear, Hide (as well Halt), Cut Wires, Fire Up
-Limited to 1
*Scout Unit. 1 Scout with GreaseGun (Feature of v2.2)
-Abilities: High Sight and Ability to call paratroopers (Not as good as Airborne Squad)
*Paratrooper Squad. Squad called by Scout, Armed with 4 GreaseGun, 1 Garand and 1 Carbine leader
*M10 Destroyer, *Sherman, *Crocodile, *Piershing are accompanied by 2 Riflemans (Infantry removed in v2.2)

*Pioneers, 2 Pioneers, 2 Kar98 Volksgrenadier
*Volksgrenadier Team, 2 Kar98, 1 leader, 2 MP40
Can be upgraded with
*MP44 for those who choose Defensive Doctrine (Requirement removed in v2.2)
*Grenadier Team, 2 Kar98, 1 leader, 1 MP44
Can be upgraded with
*Light MG42 for those who choose Defensive Doctrine (Requirement removed in v2.2)
*Stug, *Panzer IV, *Panther and *Tiger are accompanied by 2 Volksgrenadier (Infantry removed in v2.2)
*Officer. MP40. Usefull unit for strategy, win battles and increase production speed, etc
*Knight's Cross. Highly Trained Axis infantry. 4 with MP44
*Axis Scout. High sight and ability to call Fallschirmjagers.
*Fallschirmjagers. Paratroopers Axis Squad. Armed with Rifles K98 and MP40

-Weaponary Changes.
For Small weapons, vehicle guns, planes, artillery…
*Exploding range
*Reloading time
*Reloading Frequency
*Weapon's Cooldown
*Mortars and MGs have 2 Crews only

-Vehicles and Guns Changes.
*Speed of vehicles
*Acceleration and Break speed
*Speed for turning around
*Turret speed
*Accuracy and Shooting ranges
*Shooting frequency
*Armor resistance
*Armor penetration
*All vehicles have Gunner included (also the Stug)

-Kyranzor for helping and giving tips
-Fenwe and Warnstaff for let me use their ADVANCED AI MOD and helping me into AI Tweaks
-EZ-Nixon for making ALL the icons
-Halftrack for all skins
-And all those who supported me
-Awush, KCE and other testers who helped me

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

Commando Realism Mod (v2.52) - File Download Options  

Primary Download Locations:
Provided by:
Worldwide Mirror by FileFront
usa - USA Central USA Central

Download from Worldwide Mirror by FileFront Download Commando Realism Mod!

Commando Realism Mod (v2.52) - Readme  
Readme File:
Install Instructions
Just run commando_252.exe
follow instructions.
you should have the icon in the desktop ready to launch.
if its not working the line is
-dev -modname Realism_Mod

Commando Realism Mod (v2.52) - User Comments  
The following comments are owned by the user that posted them. Company of Heroes Files is not responsible for their content.

Total comments: 9 | Last comment: 02-17-2007 at 08:39

 #1 - First but not last... - 02-15-2007 at 11:16
Joined: February 15th, 2007
Posts: 1
I'm starting with modding my COH... with great expectations ;D

 #2 - 02-15-2007 at 13:16
From: (Nottinghamshire)
Joined: October 5th, 2006
Posts: 25
Why does myn come up with one file in the download .. which never works for me ... and was really looking forward to playing this mod

 #3 - 02-15-2007 at 13:22
Joined: May 24th, 2005
Posts: 631
hey does this work with the 1.5 patch?

 #4 - Commando Realism Mod - 02-15-2007 at 13:45
Joined: February 12th, 2007
Posts: 7
ok just got 2.51 and like it a little better but for the love of god and all that is holely put the sniper back to pre mod setting so he can hide thats what snipers do they don't walk around in plan site thats why there snipers thanks all most there just a little more to go

 #5 - good work but... - 02-16-2007 at 08:33
From: (Gracanica)
Joined: February 8th, 2007
Posts: 1
you maiking so much changes in so short time and you shud tray to make some new skins for takns and so on. i am not good in whraiting englis. am from bosnia. and i got 1 question for you can you maike from amerikans bosnian army and from germany srbian amry smile that is oll. keap the good work

 #6 - Tanks ... - 02-16-2007 at 15:28
Joined: February 16th, 2007
Posts: 1
Axis tanks were much tougher than Sherman, so to get a Tiger or Panther you needed 3 - 5 Shermans, preferably attacking side or rear. Exception of course Firefly. But main guns on Axis tanks had longer range and better penetration ...

Same goes for AT guns except at close range. Front of Tiger almost impossible to penetrate by Allied 37 mm AT!

 #7 - Tanks works with Random System - 02-16-2007 at 16:19
Joined: November 18th, 2006
Posts: 107
Off course around 3 or 4 shermans needed to Bring Down a panther or worst, a tiger.

In moy Mod there is a Random System, wich means a Random in Accuracy in Damage, That doesnt make a Sherman to kill a Tiger with one shoot obviusly, but if a Sherman Gets a Lucky Strike, and Tiger not, Maybe sherman could reach to damage something in the tiger. But as probability and random system, its not much possible. Maybe you've seen a Lucky Strike

 #8 - 02-17-2007 at 08:29
Joined: January 17th, 2007
Posts: 2
yea gd patch but mines keeps stalling half way through a battle :confused but apart from that gd smile

 #9 - 02-17-2007 at 08:39
Joined: December 3rd, 2006
Posts: 34
I really like your mod, it surely adds much realism into the game, probably the best mod around right now. However, like others, i think the german tanks are way too weak if you are going after realism. historically it was almsot impossible for a Sherman to damage a tiger except lucky shots or from the rear. this is what i read from a book " It's a Tiger! our Shermans fired at it without any effect before they turned into burning wreckedges one by one themselves" something like that...
so, i'm looking forward to ur next version with more realism and accuracy. you can always balance the game by increase the resourses needed for axis tanks....

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