Patch from 21.07.2015
T-34-85
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have commander equipped with a T-34-85 Commander ability but also will now require players to build a Mechanized Armor Kampaneya to acquire the T-34-85 medium tank.
- T-34-85 is no longer a call in vehicle
- T-34-85 is now buildable in the Mechanized Armor Kampaneya
- CP changed from 9 to 0
M4A3E8 "Sherman"
Patch from 21.07.2015
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have the Rifle Company Commander but also will now require players to unlock the Battalion Command Post to acquire the M4A3E8 "Sherman Easy Eight".
- M4A3E8 "Sherman Easy Eight" is now a buildable Tank in the Battalion Command Post
- CP requirement reduced to 0
Source: https://www.coh2.org/topic/4307/company-of-heroes-2-changelog/post/355996
Patch from 20.12.2017
Call-In Units
A number of units have been changed from call-ins to requiring appropriate tech to be built. This will make the following units less dominant in 1 vs 1 scenarios where the punishment for the lack of teching is not as severe. Equally, these units will now arrive to the field earlier in larger game modes, making them more accessible.
- M4A2(76)W "Sherman"
- KV-8
- KV-1
- M10
- Flammenpanzer 38(t)
- Ostwind
Armor Reserves
The addition of this ability will give the commander better late game power through the use of more powerful Shermans and ensure that obstacles cannot stall the commander's mechanized nature in the late game.
- Allows M4A3(76)W tanks to be deployed from the Battalion Command Post; same stats as the M4A2(76)W, can use - Smokescreen ability.
Source: https://www.coh2.org/topic/4307/company-of-heroes-2-changelog/post/645581
Patch from 12.12.2018
Mechanized Group
- WC51 and M3 Halftrack consolidated and available from the Rifle Command.
- M3 Halftrack requires either Platoon or Company Command Posts to be fully unlocked or two officers to be deployed.
-Please see the new USF Tech Changes below for more information.
SdKfz 234 "Puma" from Mobile Defense Doctrine
-Puma now requires Battlephase 2 and is deployed from the Leichte Mechanized Kompanie.
-Puma now costs 270 manpower, 70 fuel
Source: https://community.companyofheroes.com/discussion/comment/281117#Comment_281117
Patch from 10.09.2019
Heavy Tank Call-In Changes for all Factions
We felt the strategy of stalling for a heavy tank call-in without teching stagnated gameplay and was too punishing for players who did tech. In addition we felt that certain heavy tanks came too late in team games. The following changes have been made to all other heavy tanks:
Heavy tank call-ins will now require a reduced amount of CPs but require final tier tech in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE.
Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech.
The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. Additional rebalancing has also been done to a number of heavy tanks.
StuG III Ausf. E
The StuG E is being moved into tech like other call-in vehicles. In return, we have reduced the amount of CPs to compensate to encourage teching.
- CP requirement from 7 to 5
- Now requires Battlephase 2
M4A3(105) "Sherman"
Like many other call-ins, the M4A3(105) "Sherman" now requires tech to be built. In return, its CP requirements have been reduced to reward those who tech.
- Now requires Major tech
- CP requirement from 10 to 6
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
- CP requirement from 9 to 7; now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed.
- Fuel cost from 125 to 100
- Aura damage reduction modifier from 0.8 to 0.9, as previously intended.
Source: https://www.coh2.org/topic/4307/company-of-heroes-2-changelog/post/789536
As a result:
IMO, it's not good from the UI point of view, when doctrinal units using several mechanics for fixing the same issue (independence from the tech with big reward). I know, they were applied in different period of time, but still. Do you think it's fine?
I think the best option here (except WC51 and M3 for obvoius reason) is to bring all doctrinal vehicles to the system "call-in with tech requirements", which was applied in the september patch for part of doctrinal vehicles.