Jump to content
Company of Heroes France

le panzer VI tiger


Thegatt

Recommended Posts

Aujourd'hui on s'attaque a un mythe de la seconde guerre mondiale, légende de la propagande de Goebbels, char apprécié par ses équipages et effrayant au yeux de l'ennemi, je veux bien sur parler du Tiger. 

On va donc comme d'habitude traiter d'abord de sa conception, de ses améliorations, de ses variantes pour finir par répondre à une question que je trouve personnellement intérressante : le Tigre est-t-il réellement une réussite comme on le dit souvent ?
 
tiger27-1--293b13d.jpg

I)La genèse
 
a)Une conception de l'entre-deux guerres
 
Amer de la défaite de 1918, les dirigeants du NSDAP lorsqu'ils arrivent au pouvoir (en toute légalité !) veulent, en plus de la conquête du Lebenstraum, prendre leur revanche sur les français qui les ont humiliés à 2 reprises (Rethonde et Versailles avec le Diktat de 1919). 
Seulement voilà, un obstacle de taille s'oppose aux revendications allemandes : la ligne Maginot (complexe de défense suivant le cours du Rhin sur la rive Ouest, de la Suisse jusqu'aux Ardennes, elle s'oppose à la ligne allemande "Siegfried") ainsi que les puissants forts belges et hollandais (Eben-Emael en Belgique, réputé imprenable).
 
plan-p2.gif
 
Festungsring_Luettich_Karte.png
Carte de la Position fortifiée de Liège. En bleu, les forts construits entre 1888 et 1891 ; en rouge, ceux construits dans les années 1930

Or l'Allemagne n'a aucuns blindés à opposer à ces forteresses pour les percer (ce qu'on appelle aujourd'hui un char de rupture). 
Il est décidé de développer un char lourd capable d'encaisser les coups et de les redistribuer grâce à un canon puissant. 

Là s'engage le développement de nombreux prototypes, allant du D.W.2 avec un blindage de 50mm et un canon Kurz de 7,5cm jusqu'au V.K.30.01 de Porsche armé d'un 8,8cm et blindé à hauteur de 80mm. 

Finalement aucuns prototypes n'est créé, le commandement allemand estimant que le nouveau Panzer IV, armé d'un 7,5cm Kurz, sera suffisant. Le 10 mai 1940, les allemands envahissent les Pays-Bas avant d'entrer en Belgique.
Les deux pays vendront chèrement leur peau malgré leur neutralité violée. Les allemands veulent faire croire à une réitération du plan "Schlieffen" de 1914 mais cette fois motorisé. 
 
Schlieffen_Plan.jpg
Plan "Schlieffen" de 1914

La forteresse de Eben-emael est enlevé des mains belges par un audacieux assaut des Fallschirmjäger allemands qui prennent la place sans perte sensible. Le plan fonctionne à merveille, les alliés sont attirés en Belgique, tandis qu'une seconde force mené par Manstein traverse le massif des Ardennes, non défendu par la ligne Maginot sous prétexte qu'elle est impropre au mouvement de formations blindés, mais les allemands traversent le massif (non sans mal) et surprennent les armées alliées.

Elles seront encerclés a Dunkerque, c'est la fin d'une âpre bataille qui à complètement échappé aux mains des généraux français. 
Cette campagne, mené grâce à la tactique dite "Blitzkrieg", démontre l’inutilité du char de rupture imaginé quelques années auparavant, les panzer légers et moyens étant largement suffisant. 

Trêve de cours d'histoire, les autorités de la Panzerwaffe sont convaincus que le matériel d'alors est suffisant, jusqu’à ce que les allemands déclenchent Barbarossa. 
Les renseignements allemands ayant sous estimé les moyens blindés russes, les chars allemands armés de canon Kurz de petit calibre ne peuvent alors pas faire face aux nouveaux T-34 et autres KV. L'urgence règne alors au sein de la Panzerwaffe qui décide de l'allongement des tubes des panzer alors en service, mais ce n'est pas une solution définitive. Il faut un nouveau blindé en urgence.

 
b)Conception et concurrence
 
Un appel d'offre est passé. 
Ferdinand Porsche, le concepteur de la Volkswagen, et Henschel répondent à l'appel pour créer un blindé devant accueillir la tourelle Krupp équipant le V.K.30.01 (P).
Cette tourelle doit accueillir un 8.8 KwK 36, dérivé du 8.8 Flak 18 qui a fait sensation dans le désert et pendant la campagne de France
 
flak1810.jpg
un Flugabwher Kanone (dit Flak 41 de 8.8cm)

Petite anecdote d’ailleurs sur cette tourelle : vous pouvez observer que le toit de cette dernière est complètement plat mais que juste une longueur est anglé, ce afin de permettre une dépression du canon satisfaisante. Les tourelles de série verront leur toit entièrement incliné.


Porsche planche pour un char résolument différent de ceux produits en Allemagne jusque alors. 
Il place la tourelle très en avant, il intègre également des moteurs électriques Siemens couplé a 2 autres moteurs diesel (il me semble, n'hésitez pas à me corriger la-dessus, j’ai pas très bien compris son système a Ferdi … ^^) ce qui permettrai de démarrer même si les températures sont très basses. 
La transmission est placé a l’arrière ce qui libère une place considérable à l’avant. 
10131_4EB853AEA3C44EE282567FBD5C5E90D3.j
Bref sans rentrer dans les détails, le prototype de Porsche semble très prometteur et il fait déjà, avant même l’aval d’Hitler, une commande d’une pré-série de 90 châssis.

Le prototype de Henschel lui est beaucoup plus classique. 
Il planche pour un modèle avec tourelle centrale, un seul moteur Maybach et une transmission à l’avant. 
La suspension quand à elle est plus innovante puisqu’elle intègre des galets entrelassés, sans galets de retours. 
Il intègre également le nouveau système Vorpanzer. Il s’agit d’une plaque de blindage amovible permettant de protéger la transmission ainsi que les chenilles.

file.php?id=42545file.php?id=42546
Le système Vorpanzer est visible: la plaque de blindage sur le glacis avant pouvait être rabaissé pour protéger le bas de caisse et les chenilles

Alors que les 2 concurents montent petit a petit leurs engins, Hitler (toujours dans sa folie de grande Allemagne) estime que les ingénieurs allemands sont capables d’aller plus vite et leur ordonne que la mise au point de leurs prototypes doivent être terminé pour son anniversaire, le 20 avril 1942, et qu’ils feront un « duel » devant un parterre d’officiers et de proches du parti nazi. 

Les 2 prototypes sont déchargés le 19 avril par train à 11Km du fuhrerhauptquartier où les attendent le fuhrer en personne. 
Les 2 blindés doivent alors rejoindre la zone par leur propres moyens … Et ça ne va pas être une mince affaire!

En effet le terrain est au moins boueux voir marécageux et le prototype de Porsche s’embourbe à plusieurs reprises, tandis que son moteur fait des siennes. 
Le prototype de Henschel ne fait pas beaucoup mieux, bien que son moteur apparaît déjà plus « fiable ». 
 
tigerpporsdesign.jpg

C’est le lendemain qu’a lieu la confrontation finale. 
Sur une piste plane, le prototype de Porsche a l’avantage, passant la barre des 50Km/h.
Le maybach de Henschel a beaucoup de difficultés à suivre la cadence et parvient à franchir 40Km/h. 
 
VK4501H-V1.jpg
Une seconde démonstration est faite sur terrain peu porteur pour montrer la mobilité de la version de Henschel, le prototype de Porsche montrant clairement ses limites.Il voie même ses moteurs prendre feu. 
C’est finalement en Mai 1942, après de nouveau tests, qu’est choisi le prototype d’Henschel pour sa simplicité et sa relative fiabilité. Porsche se retrouve alors avec 90 châssis sur les bras …
 
II) le Panzerkampfwagen VI Tiger I/II
 
Tiger2.jpg
un panzer VI ausf E sur le front de l'est, on peut identifier "3 komp. 2 zug 1 panzer"
 
a)Panzer VI ausf H1
 
On l'a vu, il s’agit donc du prototype de Henschel qui est choisi, la tourelle restant celle de Krupp. 
Le char de série ne se différencie que de très peu du prototype. 
On a donc un Schwere Panzer de 56 tonnes armé du fameux 8,8cm KWK36L/56 qu’on ne présente plus … 
Polyvalent (autant apte à détruire n’importe quel char allié qu’a détruire des fortifications ou des groupes d’infanterie), une cadence de tir exceptionnel, une précision favorisé par des optiques de qualité (les allemands étant les leader dans le domaine depuis quelques décennies), s’il est servi correctement il s’agit surement de l’arme la plus puissante du conflit (au début de sa production). 

Mais s’il n’y avait que le canon … 
Le char est également doté d’un excellent blindage (certe peu anglé vu que sa conception remonte a avant la guerre) de 100mm d’acier d’une qualité incroyable donnant un indice de dureté Brinel très haut, c-à-d que le tank peut recevoir un nombre conséquent de coups sans que le blindages ne se fissure, valeur favorisé par la masse du véhicule. 

Son blindage est de plus très homogène puisque ses flancs et son arrière sont également blindés à hauteur de 80mm (à 90°), rendant le tank invulnérable à ses adversaires moyens sous n’importe quel angle au-dela de 400m (voir moins …). 
Mais penser que ses 56 tonnes sont une limite au niveau de la manœuvrabilité est une erreur, le tank est aussi rapide (ou lent tout dépend du point de vue) qu’un M4 américain sur route, c'est-à-dire 40Km/H, et les capacités tout terrain sont favorisés par des chenilles très larges. Certe ça ne vaut pas un T-34, mais n’oublions qu’un char Tigre pèse 2 fois plus lourd et par conséquent ces valeurs sont très acceptables. 

maybach-hl-230-p-45-1.jpg
Dessin du Maybach HL 210 P45

C’est grâce à son moteur Maybach HL 210 P45 de 12 cylindres en V, procurant une puissance maximum de 700 chevaux a 3000 tours par minutes que le Tiger reste malgré tout un minimum mobile. 
Mais cette mobilité se fait grâce au sacrifice de la fiabilité. 
En effet a un tel régime, le moteur a tendance à s’user plus rapidement et parfois tomber en panne, c’est pourquoi les ingénieurs développent un nouveau moteur qui est en fait le même que le précédant mais bridé à 650 chevaux : le HL 230 P30. 

Ses chenilles larges lui permettant d’avoir une pression au sol de 1.09 KG/cm2 (ce qui est compte tenu de la masse du char, plutôt bon), il reste « maniable » en tout terrain, avec 16Km/H en pointe.

L’autonomie du tank est par contre beaucoup plus restreinte, avec 125Km sur route, ce qui est peu, et ce uniquement quand les réservoirs sont pleins, et on connaît tous la situation de l’Allemagne en 1944. 
Un autre soucis de conception sont les mensurations du Schwere panzer : 8.45x3.70x2.93m, un mastodonte. 
Il est ainsi aisément repérable de loin, et donc facile à atteindre pour un tireur, surtout de flanc (plus de 8m de longueur).
Mais c’est surtout la largeur qui pose problème puisque le tank avec ses chenilles de combat ne passe pas sur les plateformes ferroviaires, des chenilles de transport sont alors crées, mais cela ralenti le déploiement du véhicule. 

Tigers_on_rail_car.jpg
On voit très nettement la taille du Tigre par rapport a son wagon de transport


En armement secondaire, le char embarque 2 MG-34 (coaxiale et de caisse) ainsi que des lances pots fumigènes tout autour de la caisse ainsi que sur les flancs de la tourelle. 
Ces derniers ayant tendance à s’activer dès qu’ils sont touchés par une balle ou des débris, ils seront vite retirés. 
Mais d’autres modifications importantes s’en suivent, ils donnent naissance a la seconde version du panzer : le Ausf.E
 

 
B)le Panzer VI ausf E
 
5926337932_62f29308a9_z.jpg


Cette version ,apparaissant après la bataille de Koursk fin 1943 début 1944, est d’abord équipé du moteur bridé vu juste avant. Le tourelleau du chef de char est redessiné en forme de larme, et un rails est installé pour permettre l’installation d’une MG-42 à vocation AA (Anti-Aérienne). 
La Zimmerit (peinture anti-magnétique, pour déjouer les mines) est appliqué par les équipages sur chaque engins, le mantelet est redessiné. 
Les patins de chenilles supplémentaires sont installés sur les flancs de la tourelle et sur le bas de caisse. 

Tiger1_hit_02.jpg

Les filtres à air Feifel destiné à aider le moteur essoufflé à cause de la poussière d’Afrique du nord ou de la steppe russe sont retirés. Un lance-grenade est installé sur la tourelle pour favoriser la défense rapproché contre l'infanterie. 
La Rommelkiste adopte une forme standard et généralisé à tous les engins. Les phares de route sont changés, il n’en reste plus qu’un placé au centre du glacis. 
Le train de roulement tout acier est également parfois installé. Il s’agit en fait d’une version fiabilisé du Tiger, mis en production très tôt sans réels essais, grâce aux retours d'expériences de combats des panzerschutzen. 

Tiger1_hit_02.jpg

Fiabilisé reste un bien grand mot tout de même car le char reste très fragile, notamment le moteur toujours aussi capricieux, et il requiert toujours une attention très importante (réparations systématiques, vérifications de chaque pièces avant les combats …), bref un casse tète pour les équipages et les ateliers de réparations, le poids du char n’aidant pas beaucoup … 
Malgré tout le tank est très apprécié, autant par la panzerwaffe que par Goebbels qui en fait un puissant outil de propagande nazi durant toute la guerre, aidé par les grands as tel que Wittmann ou Carius. Ces deux versions sont produites a un peu plus de 1300 exemplaires jusque 1944, date a laquelle ils doivent être remplacé sur les chaines d’assemblage par leurs successeurs qui va cumuler encore plus de superlatifs …


 
c) le Panzer VI ausf B "Tigre II"
 
tiger_12.jpg
 
Si le nom reprend celui du panzer précédent, il n’en est rien il s’agit d’un char complètement différent, intégrant les solution technique du Panther dans le concept du Tiger I. 

Un nouvel appel est lancé à Porsche et Henschel pour dessiner un panzer lourd de 45 tonnes (donc en théorie plus léger que le tigre actuel, sans rire …) équipé d’un 88 plus long que le KWK36 et un blindage incliné a la manière du Panther. Porsche propose, une fois encore, un prototype tres en avance sur son temps, avec a nouveau une propulsion « hybrid ». 
Il va même jusqu'à dessiner sa propre tourelle armée du 8.8cm plus long, comme prévu, qu’il va installer dans 2 configurations, soit très en avant soit en arrière (Turm vorne ou turm hintern), cette dernière proposition favorisant l’agencement interne ainsi que le problème du porte a faux du tube long de 71 calibres. 

2261377887_5.jpg

Seulement une fois encore, le prototype n’est pas au point, la motorisation ne suit pas le poids du panzer et n’est pas fiable du tout, le projet est trop coûteux et trop compliqué a produire (mention spécial a la tourelle moulé avec une excroissance pour le tourelleau), le train de roulement n’est pas bien adapté … 

Bundesarchiv_Bild_101I-721-0397-29%2C_Fr

Bref je vous passe les détails il fait les mêmes erreurs que pour le premier tiger, il va même pré commander 50 tourelles de son dessin, alors que son châssis ne sera pas choisis. 
En effet le nouveau ministre de l’armement Albert Speer souhaitant une rationalisation et une meilleure gestion des ressources toujours plus faible du Reich lui préfère le prototype de Henschel, plus classique. Le dessin général est semblable à celui du Panther, tourelle au centre, glacis avant fortement incliné … Il en réutilise d’ailleurs certains composants, favorisant la standardisation. La tourelle est celle dessiné par Krupp et elle intègre également le 8.8cm KWK43 L/71, cette dernière est simple a produire, sans excroissance, elle a de plus le mérite d’être mieux protégée. 

Tiger2-sSSPzAbt.501-France.1944-02.png

D’abord équipé du moteur de 700 chevaux du Tiger I, le ausf B est équipé du HL 234 de 900 chevaux permettant de mouvoir ses quelques 69.8 tonnes, mais ça ne suffit pas et le char est plus lent que son prédécesseur (35Km/H sur route) .
Il est surtout encore moins fiable, le moteur étant sollicité jusqu'à ses derniers retranchements pour mouvoir une telle masse. Le glacis avant, épais de 150mm d’acier tout aussi soigné que celui du Tiger I, est incliné à 50 degrés, favorisant le ricochet du projectile et augmentant l’épaisseur du glacis. Les flancs et l’arrière sont eux blindés à hauteur de 80mm, légèrement incliné, qui suffisent à mettre en échec les obus de 75mm américain par exemple. 

Tigre_royal.jpg

Mais le réel point fort du nouveau tigre est son incroyable canon de 8.8cm, long de 71 calibre. Il a des capacités balistiques hors du commun et pouvant mettre hors de combat n’importe quel tanks alliés à plus de 2000m (IS-2 compris), perçant à cette distance 132mm. La trajectoire très tendu des panzergranate favorisant la précision a longue distance, un tireur a quasiment 90% de chance de détruire un tank adverse a 1500m. Surnommé « konigstiger », ou tigre royal en français, il s’agit du char de combat le plus puissant du second conflit mondiale. Il sera produit a 492 exemplaires.
 

 
III) les versions de panzerjager/sturmgeschutz
 

 
a)  le panzerjager VI ausf P mit 8.8cm pak43L/71 « ferdinand » puis « elefant »
 
Jagdpanzer_Elefant.jpg

Je parlais de 90 châssis de tiger P que le docteur Porsche avait commandé alors qu’il a perdu l’appel d’offre, et bien ces châssis vont être réutilisé :
Ainsi courant 1942, il est décidé de recycler ces châssis en panzer-jäger lourd. Une casemate blindée (très blindée) est installée a l’arrière du châssis pour accueillir la version Pak du 8.8cm, cette fois longue de 71 calibres (c'est ce qui impose le montage de la casemate a l’arrière). La motorisation est fiabilisé, et la suspension modifié pour accueillir l’excédant de poids du a la casemate, bien plus lourde que la tourelle prévu. 


Il en résulte malgré tout une fiabilité décevante et une mobilité encore moins bonne que celle du tiger.
 Le blindage de face de la caisse reçoit une épaisseur de plus tandis que la mitrailleuse qu'elle abrite est retiré pour renforcer le châssis. 
L’équipage est composé de 6 hommes : 1 chef de char, un pilote, un copilote/radio, un tireur ainsi que 2 chargeur. 
Ces derniers permettent une cadence de tir affolante, les obus étant en plus entreposé en un seul fardeau, on estime une cadence a 15 coups/minute en début de bataille !!!


elefan16.jpg


Avant même le début de son engagement, au vu ses caractéristiques l'oberkommando der whermacht se demande si elle va en faire un sturmgeschutz ou un panzer-jager. 
Rien d'important vous allez me dire, il peut faire les 2 sans problèmes, seulement voila s'il est classifié en tant que sturmgeschutz il est dépendant de l'artillerie et non pas de la panzerwaffe, et s'il s'agit d'un panzer-jager c'est l'inverse. 
Il y aura alors tout au long de la guerre conflit d’intérêt entre les 2 branches, faisant que le tank change de désignation très régulièrement au fil de ses affectations. 
Malgré tout on estime qu'il s'agit plus d'un panzer-jager, c'est pour cela que la désignation retenu est : panzer-jager VI (P) mit 8.8cm pak 43/1 Ferdinand (en l'honneur de son créateur). A noter qu'un conflit d’intérêt semblable verra le jours avec le jagdpanther.


ferdin20.jpg

Notre nouvel engin doit faire son baptême du feu lors de l’opération Zitadelle sur le front de l'est en juillet 1943, a Koursk. L’opération est d'ailleurs retenu en attendant que les panzer-jager n'arrivent sur place. 
Ils sont affecté a la pince nord et sont réparties dans la Schwere Panzerjäger-Abteilung.653, dénomination qui changera également en fonction de son appartenance a l'artillerie ou a la panzerwaffe. Les résultats tactiques sont excellents, l'allonge procuré par le 8.8cm est énorme permettant de détruire un T-34 a 4600m !!!


Kursk-1943-Plan-GE.svg

Malgré tout 2 points viennent entacher les qualités : l'absence de mitrailleuses et autres armes de protection rapproché, rendant le véhicule vulnérable a l'infanterie, ainsi que la fiabilité vraiment mauvaise. Si l’opération Zitadelle déclenché le 5 juillet 1943 est au début une réussite, la pince nord s'enlise dans les défenses russes tandis que la pince sud prend de pleins fouets les contre attaques soviétiques. 
Elle est arrêté le 12 juillet sans qu'aucun objectif ne soit atteint, les soviétiques déclenchent l'offensive Kutusov en contre attaque.

ferdin24.jpg

De retour en usine, les rescapés du front de l'est voit leur plaque de blindage percé pour accueillir une MG-34 sur rotule. Leur mécanique est entièrement revu et on tente d'augmenter la fiabilité. De plus un tourrelleau est ajouté pour le chef d'engin pour lui offrir une vision panoramique. Un lance grenade est également installé sur le toit. Le panzer-jager est renommé "elefant".


Les pachydermes sont alors directement envoyés sur le front italien qui résiste désespérément aux multiples assauts alliés. Pourtant le centre de l'Italie, région très montagneuse, ne se prête pas beaucoup au panzer-jager dessiné pour le front de l'est. Malgré tout ils se comportent honorablement jusqu’à la fin de la guerre, et seront anéantis au fur et a mesure et seront tous détruis avec la chute du IIIeme Reich. Certains seront employés durant la bataille des Ardennes

italie11.jpg

Excellent char tactique, brillant par ses capacités antichars, son nombre trop limité (90 exemplaires) ne lui permettra pas de changer le cours de la guerre, on ne peut alors même pas mesurer son potentiel stratégique, bien que l'on peut estimer que sa fiabilité et sa mobilité aurai été un handicap certain sur le point stratégique


Pour finir, petite anecdote, vous vous souvenez du prototype complet pour le tigre créé par Porsche et non choisi par Hitler ? Et bien il est désigné char de commandement de la schwere panzer-jager abteilung de Ferdinand et les suivra tout au long du conflit, il est désigné panzer VI ausf P tiger



 
B)Panzerjager VI ausf B « jagdtiger »
 
4714091500_189e241442.jpg

Reprenant cette fois le châssis du Tiger II, le nouveau chasseur de char/canon d’assaut est spécialement dessiné pour le front de l’est : blindage épais et incliné (250mm d’epaisseur au maximum), un énorme tube de 12,8cm pak44 avec une énorme allonge parfait pour la steppe russe et détruire du T-34 a longue distance, ses chenilles larges lui permettent malgré tout de manœuvré même pendant la raspoutitsa. Bien que le dessin soit commandé a Henschel, Porsche va encore y mettre des sienne, proposant notamment un train de roulement différent avec un galet de plus, répartissant mieux l’énorme masse du chasseur (près de 70 tonnes). 

Malgré tout elle ne facilite pas la manutention et elle ne sera pas toujours équipé. Le tank est sous-motorisé avec le HL 230 P30 de seulement 700 chevaux ce qui le rend très long a se lancer, même si sa vitesse de pointe sur route est quand même de 38Km/H. Je pense que vous connaissez un peu tous les défauts de l’engin, ce sont sensiblement les mêmes que ceux du Tiger II : lourd, pataud, peu maniable, pas de tourelle, cadence de tir limité par des obus en 2 fardeaux, très grand, cible facile pour les jabos alliés … 

Je ne vais pas trop m’étaler sur le sujet, je suis pas fana du jagdtiger et je ne m’y connais donc pas beaucoup. A noter tout de même, seulement 77 exemplaires seront produits, et quasiment tous seront envoyés sur le front de l’ouest.
 
 
c)38cm RW61 ausf sturm (panzer) Morser tiger
 
hqdefault.jpg

aussi appelé « sturmtiger », il s’agit d’un énorme canon d’assaut armé d’un lance-roquette de 38cm dérivé d’une pièce de la kriegsmarine. Spécialement conçu pour détruire des bâtiments lors des affrontements urbains du front de l’est. Il a le même blindage et la même mobilité (plus ou moins) que le châssis de base. Il nécessitera des solutions techniques spéciales lors de sa conception, comme un treuil sur le toit pour le rechargement des roquettes. Seuls 18 exemplaires seront produits et ne seront utilisé dans leur rôle qu’a une seule occasion a l’est. Comme pour le jagdtiger, ce n’est pas trop mon domaine et je ne souhaite pas m’etaler sur le sujet, le tank nécessitant un article entier sur lui
 
678pxsturmtiger45wy
 
Même chose je ne vais pas parler des automoteurs et autres versions du tigre pour transporter X choses …
 
 
IV) emploie
 
 
a) tactique
 

le jagdtiger est employé dans une schwere panzer abteilung regroupant plusieurs dizaines de tigers (de ce que j’ai compris ca depend de l’organisation, ca varie de 20 a 45 tigers), ainsi que des panzer III ausf N en general pour l’accompagnement anti-infanterie jusqu’en fin 43 debut 44 ou les panzer III sont retirés du services progressivement. Il y a 3 kompanie, eux-mêmes divisé en 3 zug de 4 panzer VI pour l’organisation type 1944 (dite E). Les tigers sont en general deployés en zug ou parfois regroupé en kompanie, rarement plus haut. Alors ils servent de fer de lance d’un assaut et doivent foncer sans se soucier des poches de resistances. Comme pour le panther, la reconnaissance est indispensable, autant pour eviter que le char ne s’embourbe que pour eviter de tomber sur de mauvaises surprises. Les tigres doivent egalement etre si possible accompagné de panzer-grenadier afin de se proteger contre l’infanterie. Sur le front de l’ouest, une couverture anti-aerienne doit egalement etre disponible, les tigres etant visé en priorité par les jabos alliés. Sur les grands espaces, la formation utilisé est le « coin blindé », en pointe de fleche si on veut, c’est la formation d’attaque. Ils servent donc de char de rupture, dans les premieres heures ou jours d’un assaut, servant a percer localement le front adverse de maniere decisive afin de permettre au panzer division d’exploiter la breche au niveau strategique. Ils sont donc indispensable pour ouvrir un front herissé de canon anti-tank, leur resistance leur permettant de prendre plus de risque face a ces armes que tout tankiste redoute. Ils peuvent egalement servir dans la defensive, dans plusieurs formes : tout d’abord en defense « statique », ils servent de bunker antichar afin de briser le fer de lance blindé adverse. Il peuvent egalement servir de reserve operationnel afin de monter une contre-offensive local, dans le meme but que precedemment. Ils servent egalement de « pompier du front », ils sont trimballés un peu partout la ou il y a des breches dans les defenses allemands. Dans ce cas ils servent souvent a monter une contre attaque. Tactiquement le tigre s’est illustré a Koursk notamment dans les premiers jours de l’assaut jusqu'à Prokoravka. Il attaquent en coin et penetrent la premiere ligne de defense au sud, ils infligent des pertes blindés importantes aux sovietiques et aucun mur antichar ne peut arreter l’avancé, malgre tout la densité des defenses freinent considerable l’avancé allemande, confronté a une defense echelloné. A prokorovka, Joukov fait appelle au front de la steppe pour contrer la pointe blindé allemande devenu dangereuse apres leur contournement par l’est, les T-34 sont lancés sans arret sur les panzer lourds, qui s’ils font des carnages (a l’image de Wittman) sont obligés de retraiter car le combat devient bien trop rapproché, reequilibrant les forces. En effet le tigre doit a tout prix essayer de rester a distance de ses cibles, ces derniers (a la mi 1944) ne sont pas capables de le percer a plus de 400m (meme si les sovietiques commencent a mettre en place des tank le perforant de plus loin). Ainsi il n’a plus qu’a jouer avec l’allonge de son tube pour detruire ses cibles une part une grace a son excellente cadence de tir. Finalement, tactiquement, le pire ennemi du panzer lourd est le terrain allié a sa fiabilité, en effet rare sont les zug arrivant sur zone de combat entier ou sans une panne.
 

B)      strategique
 

L’emploi strategique du tigre au sein de sa schwere panzer abteilung suit plus ou moins le meme schema que l’emploi tactique, vu d’un certain point de vu. Employé lors des grands assauts, en pointe de l’attaque, reuni generalement au sein d’une kampfgruppe pour apporter le soutien, comme la kampfgruppe Peiper dans les ardennes. Le fer de lance est inarretable et c’est finalement les soucis technique du tigre qui bloque l’avancé (manque de carburant par exemple). Le tigre est donc employé dans les secteurs les plus chauds du front, autant en attaque qu’en defense. Confié a un division ou a un corps d’armé generalement, parfois meme de facon permanente (les tigre de certaines divisions SS leurs resteront attribué parfois presque toute la guerre) elle donne un avantage certain, si on grossit enormement on peu presque dire qu’un seul tigre vaut 10 T-34. (je ne sais pas trop quoi ajouté, hesité pas a completer dans les coms, je seche un peu la ^^)
 

c)      propagande ?
 

Le tigre tient il plus de l’arme de propagande ? Le tigre, s’il s’agit evidemment avant tout d’une arme tres puissante, a une porté psychologique et morale tres puissante. Glorifié par Goebbels en Allemagne nazi, present sur beaucoup d’affiches de propagandes, symbole d’une panzerwaffe victorieuse, joyaux de la heer et du regime nazi. Les panzerschutzen combattant sur tigre sont glorifiés, tel Wittman qui tiendra un discours a l’usine Henschel, il sera un des rares soldats decorrés par le fuhrer en personne. Il est l’image de l’allemand « ideal » pour le peuple du reich, intelligent, fin tacticien, doué au combat et fidele au partie. Mais la porté psychologique du tigre depasse les territoires de l’axe, il va créer une veritable peur du tigre chez les tankistes alliés, voyant desormais des tigres partout, alors qu’il s’agit de simple panzer IV. Cela a bien evidemment un impact sur la combativité des tankistes. L’infanterie egalement redoute de croisé le fauve et sa garde de panzergrenadier. Il est le symbole du reich a detruire absolument, ainsi il attire generalement tout le feu sur lui sur le champ de bataille. On peut donc dire que le tigre est egalement une arme de propagande tres puissante et efficace, d’ailleurs encore aujourd’hui dans les films ou la culture en general, quand il faut representé un tank allemand, il s’agit du tigre (Fury, il faut sauver le soldat Ryan, le tigre blanc sans parler d’une mission de call of duty II entierement dedié a la traque d’un tigre, chose qui se fera dans l’opussuivant egalement …)
 

V) revision du comparatif panzer V/panzer VI
 
Je ne sais pas si vous vous en souvenez, mais dans mon article sur le panther, j’avais fait le meme comparatif, donnant clairement le moyen vainqueur. Mais essayons maintenant de donenr l’avantage au lourd.
 
Clairement de 2 generations differentes, les 2 fauves sont pourtant tres semblablent dans leur capacités, apparu un an apres le tigre, le panther bien plus economique et d’un interet strategique autrement plus important souleve la question de l’interet de produire des chars encore et toujours plus lourd (tiger, konigstiger …) ?

Revenons sur le comparatif technique. Sur le plan de la mobilité je donnais le panther vainqueur, de tres loin, mais il ne faut quand meme pas oublier que le schwere panzer n’est quand meme pas loin derriere. Avec une vitess impressionant compte tenu de son poids, le lourd peut malgre tout aisement se projeter vers l’avant. C’est vraiment dans sa mobilité strategique que le panzer VI perd, le fait qu’il consomme plus que son frere d’arme et qu’il n’est pas adapté aux trains y jouant un role decisif. Malgre tout la difference est quand meme maigre, d’autant plus que le panther du point de vu de la fiabilité n’est clairement pas un modele et est surement pire que le panzer lourd. Mais ce n’est pas sur la mobilité que va se jouer le comparatif, mais bien sur la resistance et la puissance de feu.
Si on donne, a tord, le blindage du panther bien superieur a celui du tigre, c’est parce qu’il est incliné, on ne prend pas en compte la qualité du blindage. En effet celle du tigre est clairement plus soigné, faisant figure de perfection comparé au production de panther de fin de guerre. L’indice brinell du tigre est a 250 environ, une valeur parfaite pour de l’acier a blindage, sa composition est egalement soigné. Au contraire le blindage du panther est beaucoup moins soigné avec un indice superieur a 300, ce qui entraine des fissures trop frequantes du blindage, meme quand le coup ne perfore pas la cuirasse. Cela est du a une composition peu soigné et se degradant au fur et a mesure que la guerre avance, ce qui n’est pas le cas du tigre, meme pour le ausf B de fin de guerre pour lequel aucun cas de perforation ou de fissure de l’arc frontale n’est recensé. C’est d’ailleurs ce soin particulier apporté au blindage qui fait grimper le prix du panzer, presque le double pour le lourd (250 000 reichmarks contre 117 000). De plus la masse du lourd lui permet d’encaisser bien plus de coup avant que le blindage ne se fissure egalement, il n’est pas rare de voir des tigres avec des centaines d’impacts de petits calibres. Enfin de ce qui est de la protection passive, les 2 chars sont presque aussi haut et seul un camouflage soigné permet de les caché aux yeux de l’ennemi. En definitive si les 120mm effectif du panther sont superieurs aux 100mm du tigre, dans les faits le tigre encaisse bien mieux. D’autant plus que son blindage est homogene et de la meme qualité et presque la meme epaisseur sous tous les angles (80mm pour les flancs et l’arriere), ce qui n’est pas le cas du panther qui a subit une cure d’amaigrissement durant sa conception pour favoriser le blindage frontale.
Passons maintenant a la raison d’etre du tigre, son canon. Si celui du panther a de remarquable capacité balistique en matiere de perforation,  celui du tigre n’a pas grand-chose a lui envié, d’autant plus que les quelques milimettres peforés en plus ne sont pas decisifs car les 2 engins n’ont aucun mal a penetrer leurs adversaires a 2000m. La reel difference tient dans la polyvalence du 8.8cm du tigre capable de prendre a partie n’importe qu’elle cible grace a un panel complet d’obus, il est parfait en soutient de l’infanterie. C’est moins le cas pour le panther qui a des obus moins lourd et des sprenggranaten moins efficaces.
Le tigre a en plus son « fear-factor » qu’il developpe grace a la reputation de la machine dans le monde entier, si le panther est un adversaire redouté, le tigre est un adversaire qui fait fuir. Le bruit particulier d’un coup de feu de 8.8, le cliquetti des chenilles et le bruits du gros maybach suffit a faire peur a une troupe peu agguerri.
Strategiquement parlant on l’a vu, dire que les tigre n’ont aucun interet est faux. A Koursk il y a plus de panther que de tigre est pourtant ce sont bien les tigres qui sortent leur epingle du jeu, alors que les panther peinent a se sortir d’un champ de mine et a percer la ligne de front ennemi. Le tigre peut aisement servir de bunker sur roue, sous tous les angles et former des moles defensives efficaces, ce que le panther ne peut faire que avec d’autres compagnons d’armes. Le char de rupture s’avere indispensable pour percer le front, on le voit egalement dans les ardennes ou le flanc nord genereusement garnit en lourd perce beaucoup plus loin que le flanc sud qui en manque cruelement lors du debut de l’offensive, les panzer ayant du mal a percer le front americain.
 
Finalement, les 2 engins trouvent chacun leur interet dans un conflit ou la polyvalence est de mise. Les 2 sont un concentrés du tritype puissance de feu-mobilité-blindage qui sont adaptés a leur mission plus specifique a chacun. Le tigre a donc sa place dans la panzerwaffe au coté de son frere d’arme moyen.
 
VI) conclusion
 
Le panzerkampfwagen VI va laisser une trace indellebile sur l’histoire du second conflit mondiale, symbole du conflit de la qualité contre la quantité, qui sera finalement perdu par les allemands.
 

Mon etude, peut et doit etre encore paufinée, ameliorée,  et completée, que se soit par moi ou vous. Dans tous les cas je n’ai pas la pretention d’avoir le savoir ultime sur cette machine des plus complexes et j’espere avoir fait de mon mieux pour que cette article soit interressant avec le moins d’erreur possible. N’hesitez pas a critiquer de maniere constructive, il n’y a que comme ca que l’on avance ^^
Link to comment
Share on other sites

Merci pour ce sujet bien détaillé...  :yaisse:

Pour la forme... Moi qui suis toujours très critique sur l'orthographe je ne peux que répéter qu'il reste quelques fautes à corriger (je sais j'en fais aussi, m'enfin... (^-^) ) mais j'ai surtout noté quelques mots allemands non traduits ( La Rommelkiste ?!  ) qui ne nuisent pas forcement à la compréhension générale du texte mais me laissent perplexe au moins sur quelques phrases vu que je ne parle justement pas l'allemand... ( c'est ballot ! )

D'ailleurs pourquoi dire " tiger " alors que tigre sonne tout aussi bien ? ;) ( #ayatollahdufrançaisd'cheunous )

A part cela je dirait "très bien ! " C'est bien documenté et illustré... C'est complet et très intéressant... :clap:

Merci donc pour ton article et le travail qu'il représente... ^^

 

Link to comment
Share on other sites

merci beaucoup, remercions également j'ai oublié de le dire un ami qui a participé a mettre les images ;)

ensuite j'aime bien laisser les mots dans la langue qu'ils sont, je prefere dire tiger a tigre, on dit bien okay et pas oka ? xD

Apres c'est mon avis, et pourtant je ne parle pas un mot d'allemand a part ce qui touche a la WW2, mais je pense que le mot a une valeur Historique en quelque sorte. Mais je peux comprendre que cela te derange ;)

et puis ba de rien ecoute, je partage ce que je sais, dommage que le forum soit un peu vide ^^

Link to comment
Share on other sites

Ha la il y a des photos ! :)

J'ai bien aimé le petit rappel de la ligne ma..... non en fait elle n'a pas de nom vu qu'elle n'a servi à rien ! :D

Article complet et tu montres bien la logique des évolutions des tanks et les changements opérés,

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Who's Online   0 Members, 0 Anonymous, 4 Guests (See full list)

    • There are no registered users currently online
  • Réseaux

    Discord  Facebook  Steam  Twitter  Twitch  YouTube
  • Topics

  • Messages

    • MaJ v1.1.6.1 - 2023/09/05 mardi This update brings the Console Edition of Company of Heroes 3 in line with the 1.1.6 PC update with the exception of the in-game store, Challenges and Merit, which will not be coming to console. We are hoping to bring cosmetics to console in a different fashion at some point in the future. We have also made several console specific changes in this update outlined below. Additionally, we are introducing a new map, gameplay and balance changes, and plenty of bug fixes.  NEW CONTENT    Catania Crossing – 3 vs 3 Map  Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes.   A return to classic CoH bridge maps, based on the Allied Landings in Sicily.   Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.    CONSOLE CHANGES    Dynamic Resolution  Dynamic resolution will now allow the PS5 and Xbox Series X to track closer to their target settings. Performance will target 60 FPS and scale resolution to achieve it. Resolution will attempt to retain 4k at 30 FPS. There is no change to the Xbox Series S implementation.    Tutorial  We adjusted the controller tutorial for changes in steps and updates from PC.   Added the ability to load Keyboard + Mouse tutorial on console. This will depend on the input method when loading into the tutorial mode. Saves will retain the input used and display a warning message if they detect the incorrect input type when loaded.    Online Requirement Change:   Removed consistent online check. Checks now occur on startup and when entering multiplayer. An online connection is still required for startup. This is to resolve issues of losing connection during gameplay.   The game will now display an error message when attempting to access multiplayer while offline   Saves can now be completed when a connection drops.     GENERAL CHANGES    A.I.  A.I. respond accordingly to different ping types   Attack ping, question ping - may send units to appropriate location pinged   Defend ping - may respond with defensive behaviors   Capture behavior when pings issued on capture points    Audio  New voiceover for Gurkha Infantry unit.  Audio improvements for the British Forces War Cry ability. All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.    Camera    The camera now allows players to zoom out an additional 5 meters using the RS, increasing the overall zoom level.     Event Cues    Event Cues are now aligned over top of the minimap.    Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.   Event Cues are now limited to how many can display on screen at the same time   The background transparency of Event Cues has been reduced to improve readability      Italian Dynamic Campaign  The A.I. (Artificial Intelligence) will now be performing offensive behaviors more often on difficulties above standard and easy. Expect to see the AI sending companies into player territory, recapturing towns and attacking player companies.  We expect a higher rate of defense missions triggered, which will occur when the A.I. attacks player towns where these missions exist. These differ from Skirmish modes, which we hope will add more variety and replayability to the Italian Dynamic Campaign. Expect more combat at towns/cities like Potenza, Foggia, Ortona, and Anzio.   It is expected to see more aggressive behaviors from the A.I. while playing on greater difficulty levels.   AI now uses Recon Runs less often, and on a wider variety of targets.   Campaign Map Population Capacity adjusted so more supporting units can be built in the early campaign.   P47 Population Capacity cost reduced from 3 to 2   B25 Population Capacity cost reduced from 4 to 3   Aircraft Carrier Population Capacity cost reduced from 6 to 4.    Maps     Gazala Landing Ground   Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.     Mignano Gap   Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles    Removed cover from Greek staircases to prevent unintended balance issues.   Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.     Multiplayer  Disabled battlegroup selection during match start countdown. This change helps prevent players from having non-functioning battlegroups when loading into a match.   Enemy A.I. in Skirmish mode is now less likely to try to capture the same point with several units and more likely to try to capture separate points with individual units.    Player Names    A toggle for player names has been added to the game settings both while in a match and in the main menu   ON: Player names will be permanently displayed under the unit decorator.   OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey. (Hotkey is only available with Keyboard + Mouse input)   Player names will be displayed on unit information cards.   Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.     Player List   Added a tooltip when on Battlegroups in the Player List, containing the Battlegroup name and a brief description.    All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.    Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.    Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.    Unique team / Player Colors   Team and Unique colors now apply to player names.   Team and Unique colors now apply to units' health bars on the unit cards.    Territory point flag and capture UI now uses team colors rather than unique colors.     FACTIONS & ABILITY CHANGES    General    Anti-Tank Rifles  Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles  Range decreased from 40 to 35   Weapon cooldown modifier when suppressed increased by +50%    Auto-Reverse Distance   The distance a player can now issue an automatic auto-reverse command without using the auto-reverse ability has been set from 20 to 60     Barbed Wire   Armor increased from 1 to 10      Bunkers  Wehrmacht Bunkers & Afrikakorps Heavy Machine Gun Bunker    Build times standardized to 20 seconds      Button Abilities   Wehrmacht Flak 30 AA Gun, US Forces M16 Multiple Gun Motor Carriage & US Forces M1919 Heavy Machine Gun Team   Button no longer disables weapons   Button now reduces sight by 50% and speed by 25%; speed penalty is increased to 50% on penetrating hits   Duration set to 15 seconds    Indicator now added when the ability is active   Recharge time standardized to 120 seconds    Forward Reinforcement Times   Reinforcement time of in-combat units located +45m away from the HQ increased by +100% for a total of +200%    Reinforcement time of units located +45m away from the HQ increased by +100%      Infantry and Mortar Flares   Mortar and Infantry flare duration decreased from 30 to 15     Mobile Anti-Tank Guns   Will hit objects and terrain significantly less   Horizontal traverse speed increased from 16 to 24   Aim-time decreased from 0.5 to 0.125    Build times standardized to 40 seconds   Reinforcement time standardized to 5 seconds   Accuracy at long-range increased by 7%      Mobile Heavy Machine Guns   Cost standardized to 240 manpower   Crew health increased from 80 to 90    Horizontal traverse speed increased from 35 to 50   Infantry now become pinned around 17% faster   Reinforcement time standardized to 5 seconds   Suppression radius increased from 13 to 15   Suppression recovery now takes 3 seconds longer     Smoke   Smoke duration decreased from 30 to 20 seconds     Snipers  Aim-times standardized to 1.75 seconds    Target size increased from 1.33 to 1.5    Vision range decreased from 45 to 35   Weapon cooldown increased from 3.5 to 3.75/3.825 seconds    Planes   Standardized airplane arrival times:    Utility based airplanes (includes smoke & recon runs): 3 seconds   Strafing runs: 5 seconds   Bombing runs: 7 seconds   Airplanes now start their dives earlier to allow for a less aggressive angle.   Airplanes speed increase while loitering from 36 m/s to 72 m/s.   Airplanes turn angles are increased from 25 degrees to 60 degrees.   Adjusted Airplane crashes to create deformation and include a new effect.   Adjusted Airplane crashes to damage environmental objects.   Adjusted Airplane debris to last longer.   Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.   Adjusted Airplane abilities flares to match the center of the ability reticule.   Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)    Airplanes performing paradrop abilities are now invincible.   Airplanes performing Mark Target abilities now show a proper indicator on the target.     Airplane Weapon & Projectile Changes   Adjusted projectile speeds overall to be 2x to 3x times faster.   Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.   Adjusted deformation to better match the area of effect of some of the explosions.   Adjusted strafing runs to have an area of effect of 45m length.   Adjusted strafing runs to cover the area within 1s as opposed to 3s.     Loiters   Loiters no longer acquire new targets in base sectors.   Loiters now display a ground indicator that reflects the target acquisition area.   Loiters now display an indicator on top of the unit they are targeting.   Loiters now properly display the time left for the ability to end.   Loiters now take longer in between passes.     Factions   British Forces    Bishop Self-propelled Gun   Barrage recharge time increased from 30 to 45 seconds      B.L. 5.5 Inch Artillery Emplacement   Build time decreased from 70 seconds to 40 seconds      Centaur   Area of Effect radius increased from 4 to 6    Cost decreased from 380 manpower and 80 fuel to 360 manpower and 75 fuel   Horizontal traverse speed increased from 25 to 50   Reload speed decreased 6 to 4.5 seconds   Smoke Shot veteran ability now only fires 1 round   Speed increased from 5.2 to 6      CMP15 CWT AA Truck   Anti-aircraft range bonus from +600% to +1000%    Horizontal traverse speed increased from 120 to 160    Now deals +50% extra damage against aircraft   Range reduced from 45 to 40      Commando Light Machine Gun Section   Manpower cost reduced from 350 to 320   Population cost reduced from 9 to 8     Commandos   Reinforcement cost decreased from 40 to 31     Crusader II   Fuel cost increased from 60 to 70      Dingo   Coordinate Barrage and Decoy Flare range decreased from 60 to 45   Coordinated Barrage cost decreased from 45 to 35 munitions    Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Infantry Section   Base of Fire passive veteran ability now requires the unit to be in cover to activate   Coordinated Barrage cost decreased from 45 to 35 munitions      Matilda II Heavy Tank   Population cost reduced from 14 to 13      Royal Engineer Section   Build time increased from 16 to 20 seconds      Training Center Upgrades   Combat bonuses now only apply once to units with at least 1 level of Veterancy   Damage bonuses from all upgrades removed   Upgrades buff no longer stacks per veterancy level. It is now a consistent 10% bonus that is applied only once     Vicker Heavy Machine Gun Team   Build time decreased from 41 to 30 seconds    Air and Sea Battlegroup   Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5    Incendiary Bombing Run Command Point cost increased from 1 to 3     Anti-tank Rocket Loiter   Munition cost increased from 120 to 180   Typhoon rocket damage from 200 to 100   Typhoon rocket count from 6 to 5 per pass     Naval Blockade   Duration reduced from 60 to 30 seconds   Munitions cost reduced from 80 to 50     British Armoured Battlegroup  Churchill Black Prince Command Point cost increased from 6 to 7     Indian Artillery Battlegroup  War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged     4.2 Inch Heavy Mortar   Cost increased from 440 manpower to 440 manpower and 20 fuel     Perimeter Monitor   Perimeter Monitor Cost increased from 150 to 225 munitions     Deutsches Afrikakorps    250 Light Carrier   20mm autocannon conversion cost reduced from 75 to 60 munitions    Build time reduced from 40 to 35 seconds   Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Advanced Field Repairs   Manpower cost reduced from 250 to 200       Booby Trap    Increased cost from 30 to 55 munitions   Armor reduced from 35 to 1  Greatly reduced Boobytrap damage; damage now also tapers off from the blast point centered on the capture point      Emergency Repair Kits   Manpower cost increased from 250 to 325      Fire Support Elements   Cost reduced from 150 manpower and 45 fuel to 100 manpower and 40 fuel     Flak 36 88mm Anti-Tank Gun   Build time increased from 30 to 45 seconds      Flakvierling Half-track   Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%   Angle scatter reduced from 8 to 3    Burst duration increased from 1.75/2.5 to 3.5/4 seconds   Weapon cooldown reduced 2/2.5 to 1.5 seconds   Weapon long-range cooldown multiplier increased by 50%      Kradschutzen Motorcycle Team   Build time reduced from 35 to 30 seconds      L6/40    Armor increased from 40/20/15 to 50/40/25   Flamethrower munition cost reduced from 75 to 50      Le.IG 18 Support Gun   Build time reduced from 61 to 45 seconds      MG 34 Heavy Machine Gun Team   Build time set to 30 seconds      Pak 38 Anti-Tank Gun Team   Manpower cost reduced from 290 to 260      Panzerjaeger   Panzerjaeger Tear Gas Shot ability no longer creates a White Phosphorous Cloud explosion effect. The performance is unaffected.      Panzergrenadier Squad   Build time reduced from 25 to 20 seconds      Rapid Advance   Rapid Advance manpower cost increased from 250 to 325      StuG III D Assault Gun   Acceleration increased from 2.5 to 2.67    Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40   Support Advance ability range reduced from 60 to 45   Support Advance ability toggle recharge now from 0 to 5      Tungsten Rounds   Damage bonus removed   Penetration bonus increased from 20% to 25%      Vehicle Survival Package    Health bonus reduced from 80 to 40    Armored Support Battlegroup   Assault Salvage Command Point cost reduced from 3 to 2    Panzer III Flame Tank Command Point cost increased from 3 to 4    Panzer Storm Command Point cost reduced from 3 to 2    Superior Fire Drills Command Point cost reduced from 2 to 1    Stuka Anti-Tank Loiter Command point increased from 3 to 5   Veteran Gunners Command Point cost reduced from 2 to 1      Stuka Anti-Tank Loiter   Munition cost reduced from 225 to 180   Damage reduced from 33 to 10   Damage against vehicles decreased to 22.5    Stuka Dive Bomb  Munition cost from 250 to 150.     Italian Combined Arms Battlegroup  Force Recon Command Point cost reduced from 2 to 1   Secure Location Command Point cost reduced from 2 to 1    Carro Armato M13/40 Light Tank   AP Rounds penetration bonus from +90% to +33%   Fuel cost increased from 45 to 50   Italian Vanguard reload bonuses per nearby Italian unit from -10% to -5%. Reload bonus maxes out at -25% or 5 units   Main Weapon rate of fire decreased from 3.2/3.5 to 3.5/4.125 seconds    Italian Infantry Battlegroup    Guastatori   Anti-tank satchel ability removed    Manpower cost reduced from 440 to 400   Now able to plant regular mines   T.35 Gas Mask ability now requires Veteran Level 1      US Forces    4x4 Truck   30cal machine gun lethality increased by 13%    Self-repair speed increased from 8 to 12   Self-repair duration increased from 10 to 15   Veteran ability Capture and Decapture speed increased from 100% to 125%      Advanced Logistics   Manpower cost reduced from 250 to 200      Assault Engineers   Reinforcement cost decreased from 25 to 23      Bazooka Team   The Destroy Obstacles ability damage penalty against infantry is increased from 25% to 75%   White Phosphorus Rocket ability cost increased from 25 to 35 munitions      Engineer   Reinforcement cost decreased from 25 to 23  US Forces Engineer squad's "Light It Up" veterancy ability can now be used without a Flamethrower. Costs 30 munitions without flamethrower upgrade.      Grenade Package   Fuel cost decreased from 25 to 15   Research time decreased from 30 to 25 seconds     High Velocity Armor Piercing Rounds  M4A3E8 Sherman & M18 Hellcat    Can no longer pierce through shot-blocking obstacles   HVAP rounds now use the reload times of the parent vehicle’s main weapon, this is a general reload time decrease of 1 second resulting in increased rate of fire      M3 75mm Gun Motor Carriage   Aim-time decreased from 1 to 0.125    Barrage range decreased from 60 to 50    Barrage recharge decreased from 70 to 45 seconds   Penetration decreased from 300/250/220 to 200/160/140   Reload time decreased from 4/4.5 to 3.75 seconds   Rotation rate increased from 30 to 50      M3 Half-track   Conversion to M3 75mm Gun Motor Carriage decreased from 75 to 60 munitions    Manpower cost decreased from 270 to 250   Non-converted form now gains Shared Veterancy      M4 Sherman 105mm Dozer   Manpower cost decreased from 420 to 400      M8 Greyhound    .30cal Coaxial Machine Gun lethality increased by 10% at all ranges   .50cal Pintle Machine Gun lethality increased by 20% at all ranges   Speed increased from 6.4 to 6.75     M8 Scott   Barrage minimum range decreased from 15 to 10    Cost decreased from 320 manpower and 60 fuel to 280 manpower and 50 fuel   High Explosive Barrage reload time decreased from 3/4 to 2/2.75 seconds   Horizontal weapon traverse speed increased from 30 to 45    Reload time decreased from 4.5 to 3.5/4 seconds   Vertical weapon traverse speed increased from 10 to 15     M16 Multiple Gun Motor Carriage   Armor decreased from 12.5/9.375/6 to 10/7/5   Can now use the Prioritize Vehicles ability   Damage against aircraft decreased by -77.5%   Weapon penetration decreased from 2.5/2/1.5 to 2.5/1.5/1.25     M24 Chaffee Light Tank   Acceleration from 2.5 to 3.5   Deceleration from 3.5 to 5.5    Manpower cost reduced from 320 to 300   Now has medium vehicle pathing and medium crush   Rotation rate from 35 to 40   Reload time decreased from 3.875/4.375 to 3.5/4 seconds   Speed from 5.5 to 6.5     M1918 Browning Automatic Rifles   Research time decreased from 45 to 30 seconds      M1919 Heavy Machine Gun Team   Build time decreased from 45 to 30    Riflemen   Browning Automatic Rifle long-range lethality increased by 15%    Browning Automatic Rifle mid-range lethality increased by 5%    Pour it On’Em Ability area suppression removed   Recharge time from 120 seconds to 180 seconds   Weapon suppression adjusted; changes are a general decrease   Browning Automatic Rifle suppression decreased from 0.005 to 0.003    Garand Rifle suppression increased from 0.005 to 0.0075   Thompson SMG suppression decreased from 0.01 to 0.00075    Scouts  Build time increased from 25 to 33      Survival Training   Fuel cost decreased from 80 to 50    Health increase now applies to team weapon crews    M4A3E8 Sherman   High-Velocity Armor Piercing Rounds veteran ability is now a default ability   Veterancy abilities changed to the match standard M4A1 Sherman – High Explosive Rounds and White Phosphorous Rounds      76mm Sherman   AOE damage drop-off reduced to Sherman 75mm levels   AOE model damage cap decreased from 4 to 3     Airborne Battlegroup    Airborne Reinforcement Loiter   Fixed the ability reinforcing squad to full strength even after the ability was over   Maximum number of reinforce entities from infinite to 12-15 total   Munition cost increased from 80 to 150   Reinforce rate dramatically reduced to 1 model replaced every 4 seconds     Pathfinders   Build time increased from 25 to 33    Flare ability range decreased from 50 to 40   Now have access to the Utility Package    Flares, Rifle Smoke Grenades and Rifle Grenades now all require the Utility Package    Reinforcement cost increase from 25 to 30 manpower   Smoke Rifle Grenade recharge time increased from 120 to 180   Upkeep per population increased from 1 to 1.25 manpower per minute     Armored Battlegroup  Rapid Production Command Point cost decreased from 1 to 0   Seek and Destroy Command Point cost increased from 2 to 3   Strength in Steel Command Point cost decreased from 2 to 1    Field Repairs   Ability duration increased from 30 to 45 seconds   Health restored per second increased from 11 to 20   Munitions cost decreased from 125 to 100   Will now activate if the vehicle is on the move     M4A3E8 Sherman Combat Group   Cost decreased from 800 manpower and 120 fuel to 640 manpower and 100 fuel   Command Point cost decreased from 8 to 7   The Sherman Easy Eight will now enter the field carrying a Veteran Level 1 Assault Engineer Squad instead of the standard Rifleman Squad    Special Operations Battlegroup  Sherman Whizbang Command Point cost decreased from 6 to 5    Sherman Whizbang   Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel   Population cost decreased from 14 to 13   Wehrmacht    251 Medium Carrier   Conversion to Stummel cost decreased from 90 to 60 munitions   Non-converted form now gains Shared Veterancy   Riegel Mines now properly camouflage and trigger   Riegel Mine damage increased from 300 to 500   Riegel Mine deployment time from 11.5 seconds to 7.5 seconds      Armored Car 221   Cost decreased from 280 manpower and 30 fuel to 220 manpower and 25 fuel   Panzerbusche mid-range accuracy increased by 18%   Panzerbusche far-range accuracy increased by 43%   Speed increased from 6 to 7.75      Flak 30 20mm Anti-Air Gun   Build time decreased from 50 to 45 seconds     Grenadiers   Assault Package cost from 45 to 50 munitions   Assault Package Sprint ability munition cost removed   Sprint recharge time increased from 35 to 180   Manpower cost decreased from 270 to 260   Medical kit healing duration increased from 15 to 30 seconds    Medical kit healing rate per second reduced from 8 to 6   Veterancy Level 2 accuracy bonus multiplier increased from 10% to 15%    Veterancy requirements decreased from 900/2700/5400 to 800/2400/4800      Hulldown Ability   Hulldown bonuses are activated 10 seconds after the ability is triggered.    An indicator was added to represent the countdown before the bonus triggers.     Jäger Light Infantry   Capture and decapture rate decreased from 150%/125% to 133%/100%    Smoke grenade range decreased from 45 to 35   Sight reduced from 42 to 35   Reconnaissance Package now increases vision by +7 and capture and decapture rate back to 150%/125%      Panzerschreck    Accuracy against infantry decreased by 50%   Area of effect damage removed   Long-range aim-time multiplier increased from +50% to +100%    Ready-aim time increased from 1/1.25 to 1.25/1.5 seconds   Scatter increased; rockets should no longer reliably scatter into vehicles at longer ranges      Marder III M Tank Destroyer   Long range accuracy increased by 20%      MG 42 Heavy Machine Gun Team   Build time decreased from 26 to 25     Officer Quarters Upgrades  Infanterie Kompanie, Luftwaffe Kompanie, Panzergrenadier Kompanie & Panzer Kompanie  Research time decreased from 45 to 30 seconds    Panzer IV Command Tank   Acceleration increased from 1.9 to 2.5   Deceleration increased from 3 to 4   Speed increased from 5 to 5.5      Panzergrenadier Squad   Manpower cost decreased from 360 to 340     StuG III G Assault Gun   Acceleration increased from 1.9 to 2.67   Cost adjusted from 360 manpower and 50 fuel to 300 manpower and 60 fuel   Deceleration increased from 3 to 4   Long-range accuracy increased from 0.045 to 0.0475    Rotation rate increased from 30 to 40   Reload time decreased from 4/4.5 to 3.5/4 seconds   Weapon penetration increased from 180/140/110 to 250/180/140      Stosstruppen   Armor increased from 1 to 1.25   Overall DPS output increased by 13%   G43 accuracy increased from 62% / 61%/ 57% to 70% / 67% / 64%   G43 now properly reloads after 10 rounds fired, not 9   LMG accuracy from 46%/ 45%/ 40% to 48% / 47% / 44%   LMG will no longer spread damage on the targeted squads but instead focus down individual entities   Reinforcement cost increased from 39 to 40      StuG III D Assault Gun (Short Barreled)   Acceleration increased from 1.9 to 2.67   Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40      Stummel Half-track   Auto-fire range increased from 40 to 45   Auto-fire minimum range removed   Area of Effect radius from 5 to 6   Area of Effect damage increased from 33% / 25% / 15% to 35 % / 25% / 20%   Penetration for barrage and auto-fire standardized to 20     Sturmpanzer IV Brummbar    Build time decreased from 55 to 45 seconds    Cost decreased from 440 manpower and 120 fuel to 440 manpower and 110 fuel   Rotation rate increased from 25 to 28   Reload time decreased from 8.25 to 6/6.25 seconds   Speed increased from 4 to 4.25     Wespe Self-Propelled Gun   Barrage recharge time reduced from 60 to 45 seconds   Creeping Barrage recharge time reduced from 180 to 70 seconds    Breakthrough Battlegroup    Panzer IV Command Tank   Command Point cost reduced from 4 to 2    Luftwaffe Battlegroup  Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree     Fallschirmjaeger   Manpower cost increased from 340 to 380   FG 42 ready-aim time from 0.125 to 0.5/1      Fallschirmpioneers   Manpower cost increased from 260 to 280 Recharge time increased from 60 to 75 seconds Reinforcement cost increased from 28 to 30 manpower     Fragmentation Bomb  Fragmentation Bomb now drops 6 bombs instead of 4.   Fragmentation Bomb now has two airplanes in formation.     Stuka Loiter  Stuka Anti-Infantry Loiter damage from 30 to 20   Stuka Anti-Tank Loiter damage against vehicles from 50 to 25   Stuka Anti-Tank Loiter rate of fire from 15 to 12     Mechanized Battlegroup  8 Rad Armored Car Command Point cost reduced from 3 to 2   Stosstruppen Assault Package Command Point cost reduced from 2 to 1   StuG III D Assault Group Command Point cost reduced from 4 to 3     Mechanized Assault   Munition cost increased from 80 to 120    BUGFIXES & IMPROVEMENTS    General  Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.    Fixed an issue with the main menu background not appearing.    Audio  Added a new sound effect to campaign map captures.     Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.   Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.    Capture point now always plays capture sound when neutralized.      Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.       Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Paratrooper Squad's M1 Carbine now uses unique firing sound effects.    Recon ability sound effects will no longer be heard in the fog of war.     The Humber 15mm turret's sound effect now correctly matches fire rate and animation.    US Forces halftracks now uses different audio after being upgraded.       US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.       Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.  Added audio cue for when a player joins or leaves a party.   Audio adjustments for map pings.   Combat music no longer starts immediately after intro to the Pomigliano airfield mission in the Italy Dynamic Campaign.   Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random skirmishes in the Italian Dynamic Campaign.   Fixed a bug that occurs when recovering an enemy vehicle and the vehicle would retain the enemy voice.    Fixed an issue where M2A1 Howitzers were missing voiceover lines.    Fixed an issue where restoring a wrecked vehicle would not play sound effects.    Fixed an issue where Victory and Defeat screen voiceover sometimes did not play.   Fixed an unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Fixed silent voiceover line at the end of the defend Potenza mission.   Hover sound effects properly play in the Select Map screen.    Intel voiceover warnings for weapon crews such as Anti-Tank-guns and Mortars didn't play when the unit was lost. Voiceover warnings now play correctly.   Refined the voiceover selection logic to reduce the recurrence of memorable lines.   Sound effect properly plays when hovering over A.I. difficulty settings.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    The Humber Armored Car and CMP 15cwt Truck now have a radio effect applied to their voice lines.    US Forces infantry will make footsteps sound when retreating.    Various Audio fixes missing voiceovers in different airplane abilities.     Voice Over  Fixed silent voice over line at the end of the Defend Potenza mission.    Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    Victory and Defeat screen voiceover will now always play.      Art  Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!    Anzio Annie crew now stands on the gun, where they should be.   British Forces M1 Pack Howitzer Team now uses the correct models and portrait.    Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.    CWT AA Mount seat no longer clips through benches.    Fixed smoke trails to match team colors.   Flame attacks correctly apply charring to vehicles.    Heavy machine guns no longer floats when the M8 Greyhound is destroyed.    Kattenkrad Recon Vehicle now produces debris when destroyed.    US Forces M1 carbine now uses the correct semi-automatic animation.  Added missing destruction to wrecked truck asset.    Buildings under construction no longer appear completed if you move the camera.    Fixed an issue where the main menu background would not appear.    Fixed lighting on the Battleship in the Italian Dynamic Campaign map.   Fixed missing hole in breech of British 6 pounder Anti-Tank gun.   Fixed several visual issues with debris physics from destroyed buildings.    Fixed taillights for Sherman tanks to bring them closer to real life taillights.    Fixed texture issue with Stuka plane wrecks already on maps that appear pure black.   Fixed textures on SSF Commando Squads Johnson LMG so it is not showing just black in game.   The Flammenwerfer 35 of the Wehrmacht and DAK is using player colors instead of the default grey.   Kettenkrad communication cables have an updated texture and color.   Sherman tanks explode with improved smoke effects.    Sherman Whizbang turret now has the correct color and material upon being upgraded.   The Devil's Brigade Sherman now has the correct material on its upgraded 76mm turret.   The flag on the Devil's Brigade victory point now connects with the flagpole.   Gurkhas now equip, attach, and animate correctly when obtaining new weapons.   US Forces M1 Anti-Tank gun team now holds their team weapon properly.    Victory and Defeat videos are now displayed in high resolution.    Wehrmacht Pioneers and Fallschirmpioneers now place schu-mine 42s when instructed instead of S-mines.     Animation  Engineers will no longer T-pose when canceling construction or having construction aided by another squad.    Engineers will no longer T-pose when reinforcing a squad.   Fixed an animation issue when units attempted to ride the Centaur IV Medium Tank.    Fixed an issue that could cause animation bugs upon reloading a save.    Fixed animation issues that could occur when a medic was carrying a casualty and their assigned medical building was destroyed    Fixed several visual issues with spent magazines remaining in the weapon during reload animations.    Infantry will no longer look like they are falling when near destroyed churches.    Mortar crews no longer get stuck in an infinite animation loop when they retreat after issuing a stop command during an ability.    Mortar crews no longer T-pose when retreating just as they are hit by another mortar.    Smoothed airplane turning for certain bombing run and supply run abilities.   The Afrikakorps 254 Reconnaissance Tractor's commander no longer has binoculars stuck to their face.    US Forces Heavy Machine Gun crews no longer have their ammo boxes float around after one of their comrades is killed.    Wehrmacht units holding STG 44s will no longer T-pose when rapidly turning around.    When aiming at a bridge with "Destroy Obstacles" ability, US Forces Bazooka squad members no longer T-pose to assert dominance over the bridge.    When riding in a vehicle towing a Heavy Weapon, the weapon's crew will try to keep their hands, feet, and heads inside the vehicle at all times.     Gameplay  Fixed a scaling issue where unit paths would be the wrong size on the minimap.      Fixed an issue where the cover dots indicators would be rendered floating in the air.     Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.    Fixed an issue where the minimap did not orient north correctly.     Fixed an issue where units got stuck when trying to exit certain buildings while retreating.      Fixed an issue with some environmental vehicles being targetable as if they were enemies.   Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.     Fixed several issues related to bridges not correctly having cover.     Loiter planes no longer disappear off map while performing abilities.     Updated Line of Sight generated by capture points to be more consistent with past CoH games.  Artillery now properly collides with Vehicles.    Base buildings align with HQ by default rather than pointing to the map's center.    Destroyed bridges no longer receive damage until they are fully repaired. This was because it was easy to deal damage faster than they could be repaired, resulting in permanently closed paths. Now to prevent bridges being restored after destruction, players will have to focus on disrupting or killing the engineers or recovery vehicles repairing them.    Fixed a bug where heavy weapons could not be recrewed when previous crew died while being towed    Fixed a few instances of AI-controlled Heavy Weapons tearing down instead of firing after setup.    Fixed an issue when A.I. controlled squads are entering from the map edge, where they would attack the players units from outside the playable area.    Fixed an issue where battlegroup abilities could spawn units targeting locations outside the map.    Fixed an issue where certain emplacements were missing veterancy description text    Fixed an issue where infantry inside specific buildings on specific maps could not attack or be attacked.    Fixed an issue where players had access to battlegroups from other factions.    Fixed an issue where sometimes vehicles would not rotate correctly to fire when given Attack or Attack Ground commands.  Fixed an issue where the icon was incorrect for auto-reinforce on Medical Stations and Field Infirmaries when de-activated  Fixed an issue with certain grenade abilities not going on cooldown properly after use.    Fixed several issues with units being able to leave the playable map area.    Heavy Machine Gunners no longer try to shoot targets that are out of range.    Heavy Weapon squads are now included in unit stats at the end of a match.    Improved vehicle movement and responsiveness.    Many tooltips and descriptions have been updated to better reflect abilities, units, veterancy, and upgrades for greater clarity and information to the player.    Fixed several tooltips and icons missing on abandoned British team weapons.   Fixed a tooltip issue where the advanced Self-Repair version of the 4x4 Truck did not state 'Must be Damaged' and instead, left a blank requirement   Paratrooper tooltip has been updated to reflect that paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.  Plane wrecks no longer have unexploded bombs attached to them.    Recovery vehicles will no longer fail to repair vehicles the first time you attempt to repair a vehicle after recovering its wreck.    Removed ability for units to stand behind and shoot through the closed door on second story of stone barn.    Several tank turret abilities that can be fired on the move will now stop correctly if issued a stop command.    Tanks no longer do a dance on bridges on the campaign map.     Tier 1 battlegroup abilities no longer have a warning that they require a previous ability to be unlocked.    Units no longer have the high ground while paradropped reinforcements are dropping in.    Updated Line of Sight generated by capture points to be more consistent with previous CoH games.    Updated rubble piles to improve pathfinding around certain key buildings.    Vehicles commanded to face in a different direction will turn properly instead of driving in circles.    When selecting a wrecked vehicle, the unit info card now mentions info about salvaging.    When taking window positions while garrisoning a building, infantry now prioritize squad members with special or heavy weapons for better firing positions.    Wrecked vehicles no longer scoot backwards before being lifted by a recovery vehicle during the recovery sequence.   Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.   Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.   Dingo is now properly affected by Training Center upgrades    Fixed an issue where all Marders would take additional damage on rear-hits   Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs    Fixed an issue where mines would suppress retreating units   Fixed an issue where Paratrooper carbines did not ignore cover at short-range  Fixed an issue where the Commando Grenade had minimum range   Fixed an issue where the Training Center Upgrades would not apply   Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart    Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles   Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns   Riegel Mines now properly camouflage and trigger  Fixed an issue where team weapons could get stuck if a retreat command is issued.   Fixed an issue where abilities upgraded with Double Sortie were not affected by Air Supply.     Localization  Added Japanese text display improvements.    Adjusted and simplified tooltip text throughout the game.   Fixed several typos and inconsistencies in texts.   Fixed an issue with subtitles in Campaign not appearing at the correct time.   Improved localization in all languages and integrated missing translations.   Improved localization on several abilities and unit descriptions.     Maps  Added missing cover to several objects in the environment.   Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.    Fixed an issue where certain buildings would make units garrisoned inside invincible.   Fixed an issue where territory lines did not display correctly on stairs.   Fixed missing collision on large standing fuel container on L'Aquila map.   Fixed several issues with indestructible hedges.   Fixed several issues with small objects taking up too much space and blocking unit movement.    Updated balustrades to provide cover as expected (identically to stone walls).   Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.   Updated map edge visuals on Torrente, including railway tunnel and rail lines.   Improved width of impasse around some cliff areas across multiple maps to reduce clipping.  Fixed an issue where certain buildings would not let units kill the last few enemies holed up inside them.    Fixed an issue with certain buildings where units retreating from inside the building would get stuck when trying to exit.    Fixed an issue with territory being drawn outside the playable area of the map.    Fixed several issues related to bridges not correctly having cover.   Fixed several issues with small objects taking up too much space when blocking unit movement.    Improved width of impasse around some cliff areas to reduce clipping.   Minor adjustments to Strategic and Victory Point locations on (6) Gazala Landing Ground to ensure the Western points favor the Southern team, and Eastern points favor the Northern team.   Removed cover from Greek staircases to prevent unintended gameplay issues.    Territory layout adjusted on (8) Mignano Gap to ensure a fair dispersal of munitions resources near each Team's HQ areas.    Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.     Updated hangar assets to no longer provide cover. Suspended sections were providing cover to units beneath them.    Updated map edge visuals, including railway tunnel and rail lines.  Updated rock geometry to be impassible, preventing undesirable clipping.  Updated terrain behind several rows of buildings to prevent buildings from being indestructible.    Single Player  Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.    Fixed a crash that sometimes happened when loading a save game.    Fixed mission failed dialog in certain campaign missions.     Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.  British Humber "Forward Barrage" ability no longer requires specific base buildings to be alive.    Churchill IV Heavy Tank call-in tooltip has been updated to reflect that it calls in ONE tank, not TWO.    Convoy routes in certain single player campaign missions no longer get stuck on the mini map.    Fixed an issue where the campaign call-in for Medical Half-Tracks and Medical CWT Trucks did not display their population on the ability UI.    Fixed an issue where the Italian Front CMP 15cwt Truck did not have a veterancy 1 ability like its African front variant.    Fixed an issue where the Italian Front CMP 15cwt Truck used the medical variant's portrait.    Fixed an issue where the Stuart in certain campaign missions was using the incorrect portrait.    Fixed upgrade inconsistencies between the CMP15 CWT Truck that comes towing the 17-Pounder and the one built from the Platoon Command Post    US Forces Airborne Company now correctly reduces the cost of bombing runs after unlocking the Cost Reduction upgrade.    Dynamic Italian Campaign  AA Emplacements can no longer shoot at Supply Crates.      AA emplacements no longer attack ships in the single player campaign.     Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.    Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.    Adding correct portraits to Supply Drop Crates.   Displaying correct description text on Supply drop Crates.       Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:   Battle Hardened - Raises minimum Veterancy Level of Gurkha Rifles to 2.    First Class Fighting Men - Raises minimum Veterancy Level of all infantry squads to 1.       Adjusted out of bounds vista in Salerno to make for a smoother transition in the distance.    Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.      Assassinate Baumann object will no longer auto-complete and the mission can be played.    Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.    Combat music no longer starts immediately after intro to the Pomigliano airfield mission.        Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.       Disabled the forward artillery ability in Salerno until the player gets access to a base.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective.    Enemy companies in the single player campaign now use recon abilities more consistently.     Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.       Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a bug in which narrative lines in the Ice Cream event could play out of order.    Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the The Great Ammo Robbery mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases    Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.    Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.    Fixed an issue where Partisan capture ability would sometimes not do anything     Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.     Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.    Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn    Fixed an issue with certain bridges on River Crossing Rescue not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.    Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.    Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.    Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.    Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.    Fixed an issue with the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.    Fixed lighting on battleships.    Fixed Partisan support ability sometimes not being selectable in skirmish/mission    Fixed post mission death animations for defending company playing on top of the initiating company    German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters/icons correspond with their Company Type       In the Anzio mission in the Italy campaign, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.    In the Enigma retrieval mission, added a small lump sum of manpower when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando fixed force feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.    Italy Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.    Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities       Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.    Repair and Heal cost no longer increase on Save/Load       Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.    Smoothed airplane turning for certain bombing run and supply run abilities.    Some missions in the Italian campaign now only trigger once.    The enemy territory that exists directly East of the player base in Gela now becomes player owned once the territory point to its north is captured by the player.    The Foggia mission now correctly registers when intel has been destroyed.     The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.     The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport       Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.  Added an impasse to prevent players from entering cliff rock assets placed throughout Hill Highway missions.    Added description text on Supply Drop Crates    Added relevant requirement text to the Heal, Repair, & Encircle abilities when out of range    Adding correct portraits to Supply Drop Crates    Adjusted and clarified objective text throughout the Italian Dynamic Campaign.    Adjusted buildings in Salerno mission to avoid overlapping placement.    Adjusted description for the following UK Artillery company abilities/upgrades to match their functionality in-game more accurately:    Battle Hardened - "Raises minimum Veterancy Level of Gurkha Rifles to 2."   First Class Fighting Men - "Raises minimum Veterancy Level of all infantry squads to 1."  Adjusted out of bounds vista to make for a smoother transition in the distance.    Adjusted position of Stuka assets in Pomigliano to prevent them from appearing sunken into the ground.    Adjusted the first few steps of the tutorial to restrict what the player can interact with.    Adjusted timing of Conti's voiceover to not overlap with sitreps.   Anti-Air Emplacements can no longer shoot at Supply Crates.    Anti-Air emplacements no longer attack ships in the Italian Dynamic Campaign.    Assassinate Baumann objective was autocompleting. Now the mission must be played.   Adjusted the narrative objectives/dialogue in the Italian Dynamic Campaign to present less to the player on one turn. This will only be seen on new playthroughs, ongoing playthroughs will not be affected.   Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal & Repair abilities.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective,    Enemy companies in the Italian Dynamic Campaign now use recon abilities more consistently.    Fixed a bug in which narrative lines in the "Ice Cream" event could play out of order.    Fixed a bug that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a narrative bug in the "Operation Morning Glory" mission where a line's audio was assigned to the wrong character.    Fixed several typos and inconsistencies in the game's text.    Fixed air supremacy ability of P-47 not dealing any damage    Fixed an issue in the Anzio mission where enemy units would spawn during a cutscene.    Fixed an issue on certain missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue that prevented description text from appearing on the "Swap Company" ability button.    Fixed an issue where an affecter slot that is supposed to be empty would sometimes be occupied by the affecter from the previous skirmish/mission    Fixed an issue where C-47 transport aircraft spawned in airfields and captured by companies with the "Air Support" trait were not displayed in the airfield management page.    Fixed an issue where Repair and Heal cost increased on Save/Load    Fixed an issue where ships moved via the "Transfer Seaports" ability could not move on following turns.    Fixed an issue where some mini maps did not orient North correctly.    Fixed an issue where the "Destroying the Guns" objective in the Gela mission would not complete properly before ending the mission.   Fixed an issue where the Marston Mats upgrade was not correctly reducing the fuel/munitions cost of aircraft abilities on the Dynamic Campaign Map.    Fixed an issue where the partisan capture ability would sometimes not do anything    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.   Fixed an issue where the Churchill Command Tank call-in did not reference the proper unit and its abilities.    Fixed an issue with certain bridges not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed dialogue bugs in the "The Winter Line" mission in which lines were assigned to the wrong characters.    Fixed objective UI language being incorrect when loading a save that was made in a different language.    Fixed partisan affecter sometimes not being selectable in skirmish/mission.    Fixed several issues where units could move through cliffs or rock faces.    Fixed the following towns (Lesina, Altamura) from running duplicate missions that were already used elsewhere.  In the Enigma retrieval mission, added a small lump sum of manpower (adjusted by difficulty) when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando "fixed force" feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.      German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters correspond with their Company Type.    In the Anzio mission, aircraft can now be used without being shot down if the "Destroy AA Guns" objective was previously completed.    If a Company is within range of the target and has 0 Movement Points it should still be able to heal or repair it. Navy Salvage and Repair ability have been moved so they are no longer overlapped by other abilities    Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run.    Replaced Forward HQ in Defend Salerno mission with a standard Headquarters building.    Some missions in the Italian Dynamic Campaign now only trigger once.    The enemy territory that exists directly east of the player base in Gela now becomes player owned once the territory point to its north is captured by the player to better reflect territorial gains. Previously, it stayed enemy owned because it is not capturable and has no resources.    The Foggia mission in the Italian Dynamic Campaign now correctly registers when intel has been destroyed.    The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport    Updated Mignano Gap territory balance and improved southernmost engagement area to be approachable from more angles. When attacking Salerno, the British Indian Artillery company no longer starts with free veterancy on their first infantry units.     North African Operation  Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.    Finale Mission - Fixed units clipping into each other during the introductory camera pan.   Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.    Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.    Fixed an issue where sometimes victory cinematics at Tobruk would play twice.    Updated minor timing issues with camera sequences.  Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Ajdabiya and “Fire with Fire” missions    Adjusted some tutorial text to include special cases when using different control profiles.    Fixed a narrative bug in the "The Great Ammo Robbery" mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue where sometimes victory cinematics would play twice.    Fixed an issue with subtitles not appearing at the correct time.    Fixed missing Mission Failed dialog in certain campaign missions.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.    Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.    Fixed units clipping into each other during the introductory camera pan.    Removed an unintended vehicle ability from the Ajdabiya mission     Skirmish  The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.    Tutorial  Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.    Fixed a minelaying tutorial tooltip staying active indefinitely.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.   Fixed an issue that prevented some hint messages from appearing.   Minor additional instruction hint added to the aid post tutorial sequence.      Multiplayer  Added missing foundation under some exterior props for German Luftwaffe Kompanie to stop them from floating if built on uneven terrain.    Afrikakorps "Emergency Repair Kits" upgrade no longer works while vehicles are moving.    Afrikakorps Panzerjagers no longer receive the Salvage Kit ability.     British Forward Observer Barrage abilities now consistently require that a barrage not already be active.     British Infantry Section's "Forward Barrage" ability no longer throws a flare but uses flares consistent with the Dingo and Humber.    British Matilda II Heavy Tank will now shoot infantry with its coaxial machine gun.    Afrikakorps Panzer IV and StuG G now properly provide the benefits of armory upgrades.    Fixed a bug where Afrikakorps Panzer III tanks could not use their smoke launchers a second time after the ability was used once.    Fixed a bug where US Forces Armored Battlegroup's "Fast Deploy" ability was not properly reducing production times.     Fixed a UI issue where the Fallschirmpioneer icon would appear locked in the Battlegroup menu when Infantry Reserves was unlocked.    Fixed an issue where Battlegroup Icons on the player list were incorrect.    Fixed an issue where the cost for Carpet Bomb and Rocket Strafe refunded 1 CP when unlocked.    Fixed an issue where the Grenadier Medkit would not heal the squad while moving    Fixed an issue where the LG 40 could not be paradropped if they had 5 or less population space available.    Fixed an issue with the Airborne Rally company ability was not applying bonuses correctly.     Flare and Smoke cooldowns will now persist when upgrading from Scouts to Pathfinders     Improved handling of disconnects while the game is loading    Infantry Section "Forward Barrage" ability no longer requires specific base buildings to be alive.    Killing Wehrmacht infantry now correctly updates the kill count UI.    Smoke Rifle Grenade minimum range now correctly set at 15    Stuart Mark Target can no longer stack.    Taking the Pathfinders upgrade for Scouts in the US Forces Airborne Battlegroup now works correctly on scouts that were in the building's production queue at the time the upgrade was taken. Previously they would spawn without the extra unit in the squad.     The Afrikakorps Italian Infantry Battlegroup's Cannone da 105/28 Howitzer can now shoot at its minimum range.    The British Air and Sea Battlegroup's Supply Surplus ability is no longer available for other factions.    The US Forces Special Operations battlegroup's "Assault Operation" ability no longer disables retreat while active.    US Forces Heavy Machine Gun fighting positions no longer displays a veterancy bar.    US Forces Heavy Weapons stolen by other factions now keep their veterancy abilities.    US Forces Infantry Support Center's "Advanced Logistics" discount has been adjusted to be more consistent across every unit. Previously, the amount varied slightly between units.    US Forces SSF Commando squad's demolition charge description updated to reflect that it is a manual rather than a timed trigger.    Wehrmacht MG 42 Bunker impasse bug has been fixed. Previously it was not blocking units' pathfinding or other building's construction, leading to unintended gameplay issues, like being able to stack four bunkers for a 360° area coverage.       Performance  Fixed a crash that would sometimes occur when skipping a cutscene.      Reduced memory increases across missions.    Stability  Improved desync handling to only remove the desynced player allowing the match to continue.   Fixed a crash that occurred when a voice over line was unavailable.    Fixed a frequent Italy Campaign crash triggered by a deleted capture point.  Bloom was removed. Fixed blur or "haze" on the maps.   Fixed a bug that could cause a soft lock if the player started a campaign mission with another in-game window open   Fixed a bug where sometimes skipping a cutscene would cause the game to crash.    Fixed a crash caused by A.I. trying to give movement orders to emplacements that lost line of sight of their target due to smoke.    Fixed a crash related to the Tungsten Round ability used by Partisan marksmen.    Fixed a crash that sometimes happened when loading a save game    Fixed an issue where sometimes the green dots used to indicate cover would be rendered floating in the air.    Fixed an issue with units not rendering properly after adjusting the game scale in Graphics settings and then zooming the camera out.    Reduced memory increases across missions.     Tactical Map  Fixed an issue with the tactical map where capture point animations were offset.    UI/UX  We performed a full review of all text in our User Interface.   A.I. players listed in the custom browse game screen now display the correct icon.    Added a confirmation when leaving the settings that leaving with unsaved changes will discard them. Also applies to control remapping.   The Hellcat Aimed shot ability now has an icon/status decorator above the unit when in idle state.   Adjusted the color, styling, and duration of many event cues that appear on the left edge of the screen during real-time gameplay.    Battlegroup icons now remain visible after switching sides in the lobby.    Company names in skirmish missions are no longer cut off in Japanese.    Description of Companies in skirmish missions are no longer cut off in Japanese.    Fixed a bug where changing UI settings in Main Menu would not impact single player skirmish.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.    Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after playing a skirmish game in single player.    Fixed several issues related to special characters not displaying correctly in non-English languages.  Pause menu will be closed at the end of match before transitioning to Victory/Defeat screen   Added Labels to all missing Player Statistics in the Post-Match Screen.   Realigned tooltip positions on main menu buttons.    Replaced several icons and portraits with the correct Company of Heroes 3 icons    Text in the load screen is no longer cut off in Japanese.    Updated Unique Player Color option. Colors are now unique per team: allies will be cool colors, and enemies will be warm.  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/80-console-update-1-1-6-1
    • Super, merci ! Je me suis joint au Discord. Mon pseudo est Hi_Im_Cim !
    • MaJ v1.2.5.17366 - 2023/08/31 jeudi Taille : 198,4Mo This hot fix focuses on fixing select gameplay bugs. You can also find the issues we are tracking and looking to resolve in the Known Issues list.   Fixed an issue with burst weapons that allowed to continuously fire outside of range. However, if the burst fire started in range, the unit will keep firing until the initial burst is over but will not initiate another one if the target is outside of range. This affects any unit with burst fire such as:  Heavy Machine Guns  ¼ -Ton 4x4 Truck  250 Light Carrier Halftrack  M29 Weasel  Flak Half-Track  Several Infantry Weapons Modified the German MG42 Machine Gun Team White Phosphorous ability to have a mandatory reload animation when activated and at the end of its timer.  Fixed a glitch that caused Team Weapon's Reload ability to not animate when used back to back.  Modified the generic Team Weapon's reload ability to also force a reload animation, meaning that it will now interrupt a firing sequence, rather than simply queue the reload instruction.  Fallschirmpioneers and PanzerJagers can enter damaged vehicles  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/79-pc-hot-fix-1-2-5
    • Si tu es sur le Discord CoH France n'hésite pas à me mentionner comme ça je te donne le rôle pour que tu puisses écrire cette annonce à propos du site dans le fil d'actu de CoH 3.
×
×
  • Create New...