unused/broken things with in the game.

Company of Heroes 2117 views1 favorites21 min readby commissar viktorUpdated Nov 4, 2024View on Steam ↗

soviets

first up to the table the soviets.

and first up with in the soviets are units.
so we have the unused train and boat units witch are only used in the campaign but i still count them here.
but for real now, the first unused unit is isakovich him self not a squad but a model with in EDPS, its weird that he is a "unit" and not just a object or something else but he's still here.

the conscript soldier sergeant and bodyguard, witch is most likely tied to an upgrade that would have been apart of some form of upgrade to the conscripts, that would have buffed stats.

then the commissar order 227, commissar medic and commissar guard troop, witch are most likely versions for maybe some form of commissar passive? i have no idea on this one.

and of course the ZIS-6 transport truck version, which would have been nice seeing in multiplayer but one could dream.

now for the intels.
first up one of the broken intells i know about, the "DEFENSE THE MOTHERLAND!" intell for partisans dose not work for some reason at all just flat out not applyed to the partisan units makeing it useless. (found this out then i was makeing my partisan intel set for my mod C&C with other factions)

this one is a misleading intell, the conscript anti-tank grenade throw range only applys its buff to the anti-tank grenade assault of the PTRS package. (found this one out in the first intel up date for my mod)

Comrade Stalin is disappointed to tell us "not one step back tactics" commander is dead.
may we remember him for ever.
No retreat: Defend the Motherland at all costs. This doctrine provides a number of abilities that give access to more units and improve the defense of existing units, while making it more difficult to withdraw. (done to make it easier to read also because why not a meme of these super-intells?)
now for the cut intels.
conscript_scouts: 15% discount, +17% speed, +66% sight range buff on sonscripts but suffer from being 25% easier to hit and lowered accuracy by 25%
also know as (INTEL) scout conscripts.

engineers_light: 10% squad discount, +10% speed and +20% sight range on engineers.
also known as the (INTEL) Light Combat Engineers

guards_scouting_up_combat_down: +17% speed and weapon range and +66% sight range but suffers from being 25% easier to hit and having 20% worse accuracy.
also know as the (INTEL) skirmisher Guard.

heavy_artillery_buff: 25% faster cooldown times, and 50% more range on howitzers.
also known as the (INTEL) Heavy Artillery Performance

IS2_heavy: +66% armor, +25% range and sight range but suffer -15% move speed.
also known as the (INTEL) Heavy IS-2

isu_152_sniper: +50% damage, +25% range, +15% faster reload speed but suffer from being 15% slower and takeing 33% more damage.
also known as the (INTEL) Sniper ISU-152

katyusha_glass_cannon: +20% damage, +10% range and 30% faster cooldowns.
also known as (INTEL) Glass Cannon Katyusha.

M3A1_assault: 15% faster reload, 17% faster move speed, takes 10% less damage.
also known as (INTEL) Assault Scout Car.

maxim_defender: takes 15% less damage, +15% weapon range, +10% sight range.
also known as (INTEL) Maxim Defenders.

shock_assaults: +50% accuracy and +25% speed but suffer from -15% weapon range, -40% sight range and being 33% easier to hit.
also known as (INTEL) Assault Shock Troops

sniper_marksmen: 20% faster reload, weapon cooldown and sight range, also gains 10% weapon range.
also known as (INTEL) Marksmen sniper.

survival_instincts: then at 1 man left in the squad, he becomes 75% harder to hit and 25% faster.
also known as (INTEL) Survival Instincts.

T34_assault: 44% faster reload speed, +25% speed and takes 25% less damage.
also known as (INTEL) Assault T-34, also known as close assault T-34S.

T70_veteran: reloads 15% faster, takes 15% less damage and gains 10% weapon range.
also known as (INTEL) Veteran T-70's.

tm35_cost_buildspeed: mines cost 50% less and build 50% faster.
also known as (INTEL) Mine Cost, Speed.

zis3_assault: +20% weapon pen & faster reload speed, is 20% harder to hit and is 10% faster.
also known as (INTEL) Assault ZiS-3.

this is a tie in ability display_PMD6_mines: an fully deleted intel but clearly was going to be apart of an intel.
(INTEL) PMD6 mines, which would have unlocked some type of mine field for engineers.

this is also an tie in ability conscript_last_stand: an fully deleted intel once again.
but then conscripts had 1 man left in their squad the last man would gain, 25% faster move speed, gain 2X accuracy, becomes 75% harder to hit and reloads and fires 75% faster.

that is all of the soviets done, up next Wehrmacht.

Wehmacht

now its the the Wehmachts turn to show what they did not get because of Lelic.

first up is the unused: urban assault panzer grens.
these bad boys have fully unique UI, weapons, cost, an armor stat of 2 (inf have 1), their own unit_type_tag and come with 2 special made flamethrowers, has a speical made satchel ability, upgrade to give them an normal pioneer flamethrower.
and an upgrade to increase that armor stat from 2 to 4 makeing them Inf tanks, with unique text and UI upgrade picture and was meant to be apart of another lost to time commander being Urban assault doctrine.

then we have the, paradrop sniper only found in EDPS and seems to just be a sniper that can be para dropped and has 2 armor instead of 1 but only has 40HP vs the sniper HP of 82.

their is an MG42 version that has the ability to attack ground and that's the only thing diff.
snipers were going to have an G-43 sniper ability that was INCHE (INC HE) rounds.

then theirs the cut/unfinished, sdkfz_221_light_at_halftrack.
this thing is able to camo with an special commander passive, uses the guard PRTS-41 as its main weapon, costs 55 fuel and 200MP, has 11 armor and 320HP, moves slower then other 250's.
it has no UI, no text, no ability's and was going to be apart of the mechanized commander, also was going to be called in by dispatch ability.

Their is also another lost to time commander other then order 227 being Urban assault doctrine.
Urban assault: A doctrine designed to break even the most hardened defenses and to improve combat in urban environments. Urban Assault Panzergrenadier’s can clear out buildings and demolish fortifications while being supported by a forward headquarters. For the most dug in defenders, Heinkel He 111 bombers can be dispatched to flatten a target area. (done to make this a break point for easier reading/skiping)
commander abilitys
their is also the cut/unfinished commander ability of "improvised Garrison".
as the text as the commander ability says, "unlocks the ability for pioneers to convert tank wrecks into garrisonable positions."

cut commander ability passive of "tank detection unlock"
infantry would PASSIVELY detect nearby enemy vehicles in the fog of war on the mini-map.

and now for the show of cut intels.
best_of_the_best: snipers at vet 3 will gain 50% more sight range, 10% more weapon range, gain 25% more accuracy and are 20% harder to hit.
also known as (INTEL) best of the best.

complete_commitment: all commander ability's are 20% cheaper and recharge 20% faster.
also known as (INTEL) complete commitment.

grenadier_elite: grenadiers have 33% more accuracy, 15% more weapon range and are 25% harder to hit but suffer from costing 25% more manpower.
also know as (INTEL) Elite Grenadiers.

ostwind_chaser: gains 10% move speed, 20% faster reload and turret turn speed.
also known as (INTEL) ostwind chaser.

panzeriv_heavy: panzer IV's armor is 2X but moves 10% slower and cost's 12% more manpower and fuel, armor: 180 to 360, king tigers have 375.
also known as (INTEL) Heavy Panzer IV.

stug_assault: STuG 3 G's gain 10% faster move speed, 20% faster weapon reload and take 10% less damage, but suffers from an 12% manpower and fuel cost increase.
also known as (INTEL) Assault StuG IIIs.

team_weapon_hurry: team weapons reload 50% faster out side of supply. (outside of friendly sectors).
also known as (INTEL) Hurry Up And Go!.

tiger_breakthrough: tigers & aces are 17% faster, turret turns 50% faster and sight range increased by 2X (100%) but suffers from 15% less armor and 10% less weapon range.
also known as (INTEL) Tiger Breakthrough

unlock_time_to_think: grenadier and panzer grenadier passively have 25% more accuracy and reload 25% faster then in cover.
also known as (INTEL) Time to think.

USF (AEF)

to start off with what the USF/AEF never got.

weapon racks.
believe it or not their is a almost fully finished cut weapon rack being the M1C weapon rack.
this boy would give a squad the pathfinders M1 grand scoped rifle which would have been really good.

now for models.
first up is the cut rear troop models of: radio man, reserve troop and rear captain.
most likely planned for more upgrades or something else for rear troops.

the riflemen also have cut models: riflemen LT, Cpt and sergent.
most likely for again something like upgrades or commander passive from rifle company.
(before you make a comment no, the AEF officers have their own models meaning this was going to be something else)

now for squads.
USF has the cut M1919A4 30cal HMG team.
has unique text and weapon, was going to be a 4 man weapon team.

also has the unused veteran riflemen squad.

also about the riflemens text being broken this is why.
and i have Google translated this. (not sure if its 100% accurate)
"As the coronavirus pandemic spreads around the world, British Conservatives step up their condemnation of China"

now for weapons/ability's.
first up to the plate is the Springfield sniper rifle.
this is basically a copy of the mosin sniper rifle but still its a weapon that is unused so its here.

riflemen were going to have a SPEC/commander version of the M1A1 carbine.
rear troops also have a speical version of the M1 grand made for them.

the M5A1 stuart was going to be able to upgrade with a pintle mount M1919A4 30cal LMG.

USF tanks were going to be able to have tank riders.
as this is because their is still an ability that force dismounts infantry from vehicles after 3 seconds of being in combat has happened.

the USF were going to receive 1 more commander.

(done to make it easier to read due to break point.)

commander abilitys/passives.
their is still a commander dispatch ability that dispatches the auto-vet 1 riflemen squad.
there is still a commander ability "recall and refit" that recalls the unit off-map and refunds it.

their is also the commander ability "cmd_paratroopers_from_pathfinders" which would let pathfinders call in 2 paratroopers for only 460MP.

their is a commander active "homefront", or "Rally The Homefront!".
then activated for 45 seconds, manpower income is decreased by 50% but increases muni and fuel income by 50%.

now for the broken/cut intels.
first up is the very well known broken intel of big gun salute, as this was made wrong and increase's reload time by 3% instead of decreasing it by 3%

now for the cut/unfinished intels.
aa_halftrack_crowd_control: increase's weapon range by 8%, weapon suppression by 17% and sight range by 33%.
also known as (INTEL) Crowd Control M15A1

allied_War_machine: for every 2 tanks lost get a replacement M4A3E8 (easy eight) tank.
also known as (INTEL) Allied War Machine

ATgun_Sniper: AT guns (Not only the 57mm) gain 50% increased damage & sight range with 17% more range but suffer from takeing 25% more damage and moveing 10% slower.
also known as (INTEL) Sniper M1 57mm.

dodge_skirmisher: increase max speed by 17% and sight range by 66% but suffer from takeing 25% more damage and haveing 25% worse accuracy.
also known as (INTEL) Skirmisher WC51

echelon_build_Speed: rear troops move 17% faster and build 2X faster.
also known as (INTEL) Rear Echelon Haste

engineer_Heavy_assault: assault engineers gain 33% more accuracy, move 17% faster and are 25% harder to hit, but suffer from haveing 15% less range and 40% less sight range.
also known as (INTEL) Heavy Assault Engineers

greande_Range: increased MK.2 frag greande range on all infantry by 25% and makes them free, while rifle smoke greandes also get these bonus's.
also known as (INTEL) Increased Grenade Range, also before you say this is in the game no this is not in the game but there is one like it.

greyhound_hunter: weapon range increased by 8%, sight range by 33% and max speed by 8%.
also known as (INTEL) Hunter Greyhound.

hmc_Sniper: M8A1 scott gains, 50% more damage & sight range, 12% more range but suffers from being 10% slower and takes 25% more damage.
also known as (INTEL) Sniper HMC's

hmg_crowd_control: 50cal HMG weapon team gains 33% more sight range, 17% more weapon suppression and 8% weapon range.
also known as (INTEL) Crowd Control .50 cal Heavy Machine Gun.

infantry_charge: infantry in cover have 25% more accuracy and are 20% harder to hit. (Text dose say tho that infantry would have also taken less damage then out in the open.)
also known as All Right Men, Charge! (no known INTEL name)

m10_breakthrough: M10 TD's are 17% faster, turret turns 66% faster, gains 66% sight range but suffer from 15% less armor and 10% less weapon range.
also known as (INTEL) Breakthrough M10

M20_Scout: gains 17% faster move speed, 66% sight range but suffer from takeing 25% more damage and has 25% less weapon accuracy.
also known as (INTEL) Scout M20's

m36_glass_cannon: increased weapon damage by 50%, reload speed by 20% and range by 17% butt suffer from taking 50% more damage.
also known as (INTEL) Glass Cannon Jackson.

M36_rapid_Fire: weapon armor pen and damage increased by 15%, weapon range increased by 10% and reload's 15% faster.
no known name other then file name.

officer_aura: USF officers will buff infantry with in a small AOE, giveing them 10% faster move speed, 20% more accuracy and become 15% harder to hit.
also known as (INTEL) Inspiring Leadership

pack_Howitzer_glass_cannon: increases damage by 50%, weapon range by 12%, reloads 50% faster, abilitys recharge 25% faster but takes 50% more damage.
also known as (INTEL) Glass Cannon Pack Howitzer.

paradrop_mines: nonething is known about this one.

paratroopers_assault: pathfinders gain 17% more weapon accuracy, are 15% harder to hit and are 8% faster. (the text says it's meant to buff paratroopers but with how its made its buffing pathfinders.)
also known as (INTEL) Assault paratroopers.

pathfinder_snipers: sight range is increased by 66%, accuracy is increased by 33%, weapon range is increased by 17% but suffers from being 25% easier to hit and being 10% slower.
also known as (INTEL) sniper pathfinders.

plane_strength: +60 sight range and detection range with 2X accuracy.
also known as plane power, also know as (INTEL) Eat those carrots!.

priest_glass_cannon: increase's damage by 50%, decreases cooldowns on barrages by 25% and
increases range by 25% butt suffers from 25% longer reloads and takeing 50% more damage.
also known as (INTEL) Glass Cannon Priest.

rapid_response: are units are made 90% faster and dispatches recharge 90% faster.
also known as (INTEL) Rapid Response.

riflemen_marksmen: gain 33% sight range, 8% weapon range and 17% weapon accuracy.
also known as (INTEL) Marksmen Riflemen.

stuart_rapid_Fire: 10% faster reload, 10% more range and 25% more damage.
also known as (INTEL) Rapid Fire Stuarts.

tank_Hunters: 2X the armor pen of the M9 bazooka and AT rifle greande.
also known as (INTEL) Tank Hunters.

team_Weapon_Defened_territory: any team weapons inside friendly supply (sectors), gain 25% accuracy and become 20% harder to hit. (text is meant for it to be 50cal HMG but due to how its made it's all team weapons.)
also known as Defending Our Ground or as (INTEL) HMG defenses.

teamwork: weapon teams with 4 or more members alive reload 50% faster.
also known as (INTEL) Teamwork!

weapon_production: M8 mines, sherman & bulldozer smoke mortar, M20 smoke, M8 canister shot, M5 stuart shell shock, M5 stuart crippling shot, M10 HVAP-T rounds and M36 smoke all become free.
also known as (INTEL) Canister Mass Production.

Also a fully deleted intel being Cavalry! while its fully gone from the files for the intel part, its Tie in ability is not which was going to make newly made units faster for a short time.

next up will be OKW.

OKW (west germans)

now for the OKW stuff that was not gotten because of lelic.

their is the unused Resource Siphon building no clue what it was going to be apart of but it has a unique model if im not wrong, and basically acts like the 223 ability but as a building.

theirs the urban_assault_light_infantry (Not to be confused with the urban assault panzergrens.)
these boys have 1.5 armor, 80HP, smoke grenades (with no text), assault pioneers med pack drop and the fallschirmjaeger panzerfaust.
they use the assault grens MP-40 but lack any unique UI, voice lines, no text at all and are a squad size of 4.

their are OKW versions of the GrW-34 mortar, MG42, SdKfz 251 half-track, SdKfz 250/7 mortar half-track and pak-40 AT guns. (don't have to say much here.)

and the last of the units part is the, command king tiger, or simpley known to the cheat command mod users as the "Royal king tiger" or if you use the AE editor you also know this name viva its dispatch ability name. (not much to say here because you can play with it in CC mod)

now for weapons that could hint to more.
of course the hetzer was always planned to be the AT version as its weapon the "hetzer_pak39_75mm_mp" is still here meaning it was meant to be a thing at some point.
160 damage, 200AP at close, 185AP mid, and 170AP at far.
range of 60, reload time of 4.3-5.2
(there is no other weapons that are unused here in OKW.)

now for ability's (and commander ability's)
of course their is the off map nebel support the Royal KT was going to get.

kubelwagens were going to have resource siphon, and a commander passive was going to grant them "kubelwagen Resoource Redirection"

their are still commander dispatch abilitys for SdKfz 251 flame tracks, urban assault infantry, SdKfz 250/7 mortar tracks and the MG-34.

armor doctrine was most likely going to get the dispatch "Veteran panzer IV ausf. j battle group" which was going to deploy 2 panzer IV ausf, but not at auto vet of any kind.

there is an passive and targeted ability for pintle mount MG gunners to throw grenades.

now for a set of abilitys.
support truck gain resources, this seems to be maybe an ability for the opel blitz to increase income? their is no text so i have no idea
and then theirs support truck set up and unsetup which seems to also be an ability this time for the SWS half-track to increase a sectors income.

of course their is the "recoup loss" timed commander ability that would have given manpower back for takeing loss's.

their is the munitions and fuel transfer ability's to for i guess SWS HQ'S to switch your player income and not a sectors income.

the 251 flak half-track as going to be a toggle ability to deploy and retract the 20mm flak38 gun. (that makes the vehicle act it dose today but this is a toggle instead of auto like today.)

the flak track would have also had "deploy defensive" which seems to have meant to be a toggle ability to 2X the HP of the half-track but at what cost?

and there are "Battle plan" abilitys for infantry which are... interesting to say, and i will even give you the ability texts this time because they show even more then what i could say.

Assault move was going to increase move speed, fire rate but at the cost of range and accuracy.
assault move ability help text "Squad moves and fires faster at the cost of less accuracy and weapon range. The squad will move through light cover, placeholder for auto-vaulting."
extra text "+Move Faster, +Weapon Rate of Fire, -Reduced Accuracy, -Weapon Range"

Defensive move was going to slow move speed, but increase sight range and accuracy.
ability help text "The squad moves slow but has increased sight range and weapon accuracy. Idle squads will try to maintain max weapon range, moving away from attackers."
extra text "+Sight Range, +Weapon Accuracy, -Slower Move Speed"

fortify_position, dose nonething and has no text.
recon stance, would have boosted sight range and move speed but disable weapons, has no ability text so no idea.

stalker state, unit gains camo, sight range is increased but the unit's weapons are disabled, moves slower and is unable to cap points.
help text "The squad holds their fire and use camouflage tactics to scout enemy position, any units in the vicinity of the squad will take increased damage for 5 seconds when attacked."
extra text "+Camouflaged, +Increased Sight Range, +Does Increased Damage to Sighted Targets, -Weapons Disabled, -Cannot Capture Territory, -Slower Speed"

and Suppressive Fire, this seems to be an more early version of the obers suppressing fire.
help text "The squad's LMG is switched to a setup weapon, allowing the squad to suppress enemy squads."
help text alt "Squad will tear-down their Light Machine Gun and return to normal combat operations."

OKW were going to receive 1 more commander.

(you already know)

now for all the intel stuff.
ammo_for_everyone: Ig-18 support guns fire 33% faster then above 100 munis.
also known as (INTEL) Ammo For Everyone!

base_flak_buff: SWS panzer HQ gains 17% more damage, 8% more range and 15% faster reload and fire rate.
also known as (INTEL) Improved Flak Defenses.

Command_posts: SWS HQ'S take 33.2% less damage. (text also says sight range but that seems to not be in it.)
also known as (INTEL) Command posts.

fallschrimjaeger_elite: 33% more accuracy, 17% more range and are 25% harder to hit, but suffer from 25% manpower cost on reinforceing and call-in.
also known as (INTEL) Elite Fallschrimjaeger.

flak_halftrack_marksmen: 8% more range, 20% faster reload & fire rate and 33% more sight range.
also known as (INTEL) Marksmen Flak Halftracks

Heavy_deployments: units in the Panzer HQ are 20% cheaper (MP and fuel) and build 90% faster.
also known as (INTEL) Heavy deployments.

British

Now for the last faction's stuff cut from Lelic

Their was going to be Sandbag barbed wire, Radio beacons and 25 pounder emplacements.
25 pounder in fact has Unique ability but in game it has no model and can hold 1 infantry squad.

valentine mortar, forward observation officer, Tommy flame squad, British vehicle crew and the AVRE vehicle crew all with Unique UI, text and abilitys.

Also the universal carrier resupply but it lacks UI, Text and abilitys other then drop Piat and bren gun, so this seems to be an early version of the M3 halftrack

Now for Weapons.
17 pounder has a victor target weapon which is used for old coord barrage's like the one from the USF campaign which calls in all "artillery" on map to barrage an area.

Theirs also the archer_17p_76mm_hv which would have been used for a new Tank destroyer being the archer most likely, which this is BS because it has 70 range AKA on par with the Jagdtiger and only slightly less then the ISU-152 at 100 range.

Their is also the cut humber_m6_37mm which seems about normal.
Also the faction has a special observation_searchlight which means they were going to have an infrared something vehicle.

Sexton was going to have a mounted MG like the M7B1 priest.
Their are Lee-enfield sniper rifles, the commando de lisle carbine and an assassinate version of it.

Ability's section.
Officers were going to be able to call in Sextons to fire Airburst rounds.
Sappers flamethrowers used to be a commander passive. (can still be seen in the 32bit version of the game)

Their was going to be a paradrop version of the 6-pounder and vickors like the USF Airborne versions.
Advance cover combat gave infantry out of cover a cover bonus and if they were already in cover more bonus's.

fortify_our_position or known as Defensive artillery was going to have Recon planes fly over ahead of friendly emplacements and buildings and have Mortars fire apon enemy's to close to them.
AVRE was going to have an disembark ability to use its AVRE crew.

Upgrades.
AEC armored car was going to be able to upgrade with HE rounds so it could toggle between AP and HE like the M4A3 sherman.

And thats it theirs no cut intels or anything else British has a low amount of cut content unlike the other factions.

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